Adventure Logsheet
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Edit: Complete rebuild: 2025-02-06, 17:56 +40 downtime + magic item + 500 gold + Std equipment (mostly chose gold) Character creation, level 5, in a hurry. Will rebuild later. Human: feats: war caster & healer Std equipment +1 shield sold shield (10gp) for 5gp.
Session Notes 2025-01-29 Lost Mines of Phandelver Game Code - N/A Game Name - Lost Mines of Phandelver (continued) Location - CCG House DM - Scott Party - Rhyndera, human pa-5/so-3 (Andrew) Amu ro-55/bb-4(Isaiah) Kookey, kobold pa-6/so-3 (Jameson) Torko, bh-10 (Brandon) Tandur, human cl-5 (me) Big Paw, bugbear bb-6 (Brian) Bane, tiefling mo-10 (Veronica) Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur. (Forgot to repay) Combat round 1 - beacon of hope Round 2 - foe reaction Lair action Mummy & shield guardian shield guardian amulet P17 Combat Round 1 - bacon of home Round 2 - Round room Combat Ghosts Round 0 - Turn / Sear Undead 1, 3, 5 failed = Incap & Fright Round 1 800 / 7 = 114 (I rounded down to 113).
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Need to add spells Need to make spells lists Need to research (buy) heavy armor Make a flowchart End of long rest: Blessing Trickster, Heroic (self); short rest: Heroic (others) Repay AMU (5 gp)
Adventure Logsheet
Session Notes 2025-02-05 Lost Mines of Phandelver / Shattered Obelisk Ch 6 DM: Scott Skarg (Isaiah) Blink (Tony) Torko (Brandon) Tandur (me) Bane (Veronica) Kookey (Jameson) Rhyndera (Andrew) Combat Golem x2 & ghost r1 Sacred Flame saved r2 Sacred Flame saved ... Coffin corpses M:10 H:18 r1 cure wounds slot2 r2 Toll Dead saved 1400 gp / 7 = 200 & 8 beads of force Level up
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Continuing on the rebuild Fighter 1, Folk Hero of BG, Human Feat 1: Magic Initiate Wizard Feat 2: Tough Sold iron pot Buy Scale Mail -50 Rapier -25 Whip -2 Backpack -2 Rations x10 -5 Waterskin -0.2 Holy Symbol (amulet) -5 Holy Symbol (emblem applied to shield) -5 4 levels of Cleric, Twilight Exchanged (or purchased) non-legacy gear Component Pouch -25 Diamond -300 Pearl -100
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Added 2 levels of cleric
Adventure Logsheet
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Spells
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Consumed 20 downtime to... add 2 levels of Fighter, Eldritch Knight & spells
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Purchased spell components
Adventure Logsheet
DDHC-JRC-CH8 Mists of Manivarsha Game Code - DDHC-JRC-CH8 Game Name - Mists of Manivarsha Location - Contrarian's Game Cafe DM - Tiger Party - Tandur, human Fi-3/Cl-6 EK/Twi (me) Keyrie, harengon Ro-5 (Mike) Beryl, dwarf Ro-5 (Asia) Miraena, human Cl-5 (Andrew) Vonoth, goliath Pa-2/Wa-3 (Scott) Grathi Slywarrior, goliath Pa-1/Wa-4 (Greg) We start in Baldur's Gate at the Adventurers League Hall in the lower city. It is a 3-story building. It's raining. As each of us enters, we are greeted by Yola at the front desk. She knows we've been requested. She provides a place to gather, the bar. We are being asked to provide security for the Suhunka Trials (games [Olympics]) in Shugapoor (city). The job lasts for 12 days. Each will get 200 gp. We enter a separate room. A stone goliath sits in front of a bowl. We are asked to sit around the bowl, too. He is: Kurjhateeka, a priest. The 3 great cities are involved in the games. Aravati temple (?) in Maravarey (?) Nisha (nickname) in Manivarsha is the target of our protection. High River Singer (priest) Plabon is our contact. The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities. Joltara - mountain, sky, rain, ice, snow; White May Yoo - plains, wine, generous, bounty: Green/Emerald Irravati - curious, cunning, quick, silver-tongued; Blue/Sapphire Aderow-hit - missing city, find your children; Red Shell, mix We see a city image. We are asked to enter the bowl and are transported, 1-by-1, to the city in the market square. Tents, vendors, a stage near the temple, all on a quay. This is: Shah-gah-poor. Humid, hot, balmy. I spend 10 silver for 2 more rations. Tidal waves engulf the market square while Nisha is dancing. 2 hostile turtles are deposited. We fight them to save the citizens, while attempting to protect Nisha. Next wave, 2 electric eels are deposited. Nisha decides to take shelter in the temple. Keyrie accompanies (carries?) her. A third wave, this time imbued with glowing red light. Keyrie sees Nisha turn to water and vanish. Meanwhile the rest continue the battle. We prevail. We talk to Plabon. He said the red wave brought up emotions, jealousy. Manivarsa was destroyed by a red wave in the past. That's when the city was lost. Since we were offered 200 gold each, he alters the deal. We get 100 now and another 100 if we return Nisha. Session ends. Long rest is approved.
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On DDB: bought potion of healing x3
Session Notes 2025-02-19 Phandelver and Below: Shattered Obelisk, ch. 6 Game Code - Game Name - Phandelver and Below: Shattered Obelisk Location - CCG House DM - Scott Party - Kookey, kobold pa-6/so-3 (Jameson) Ghost, deep gnome Ra-5/Ro-4 (Brian) Tandur, human Cl-6/Fi-3 (me) Bane, tiefling Mo-10 (Veronica) Salem, tabaxi Rogue-5 (Forrest) Miraena (mir AY' nah), human Cl-7 (Andrew) Andrew helped me determine my deity is Selune. Drapes with symbols of coins and spiders. Combat 2 swarms of spiders 1 large spider 1 waxy spider (shape changed to other shape) Swarms: AC11 Spider: AC<17 Waxy: AC<16 ~ 200 HP We prevailed. Just coins for loot. Another room, another combat. This time we had 6 crabs. 16.6.6 gold. Scroll of Freedom of Movement.
Adventure Logsheet
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Removed 3 Beads of Force from Vault and put on Character Sheet.
Session Notes 2025-03-05 Phandelver & Below: Shattered Obelisk ch 6 Game Code - Game Name - Phandelver & Below: Shattered Obelisk ch 6 Location - CCG House DM - Scott Party - Skarg, tortle Bb/Mo Lv10 (Isaiah) Bane, tiefling Mo-10 (Veronica) Asmara, Firbolg Dr-7, pet: kitty (Brian) The Bear, bugbear Fi2/Bd6 valor (Joe P) Tandur, human Fi3/Cl6 twilight (me) Von, half-elf Ra-5, pet: minnow (Joseph) Bastrix, kobold Wa/Ro Lv5 (Conrad) Rhyndera, human pa-10 (Andrew) Gibbet Crossing Party has 3d (of 3) shard; just clearing dungeon. Start G-16 3 combats, back-to-back Male and female chain devils Grick (sp?) Ghost dwarves (ashen wights ?) Loot: No loot, except for something about a collapsable cage. The party kept it with the intention of keeping it or selling it.
Session Notes 2025-03-12 Phandelver and Below: Shattered Obelisk, ch. 7 Location - CCG House DM - Scott Party - Ulysses Shaw, dragonborn FI/WA (Lv8) (Isaiah) Evaelyn (Rhyndera) Pa-5/So-5 (Andrew) Bane, tiefling Mo-10 (Veronica) Kookey, kobold PA/SO (Lv10) (Jamison) The Bear, bugbear Bd-8/Fi-2 (Joe P) Salem, RO/MO (Forrest) Tandur, human Cl-6/Fi-3 (Thomas) While leaving dungeon, we collect emerald (250g) & Lantern of Revealing. We discover (or pass again) a mural on wall depicting mindflayer ritual. Travel to Phandalin. Crowd near Shrine of Luck. Three locals acting animalistic, feral. We subdue them, tie them up and investigate the situation. We instruct locals to lock the "ferals" in the Stone Hill Inn. Our investigation leads to the Sleeping Giant Inn. We question the 2 people there: a drunk and the bartender. Bartender says something about "great and terrible mind." We discover a tunnel and follow it... for miles. First fork: we go right Second fork: we go left At the bottom of a chasm we discover the journal of Thorgrin Ironquill (worth 450g) We meet people who were being kidnapped by goblins. Something 'took' the goblins. We prepare for combat. Evaelyn (Rhyndera) insists on departing to guide the rescued people to safety. Combat begins against "brain creatures" We prevail. We discover leather scraps (no value?) & Careful Mind Crystal. We do not depart the tunnel. Session ends. Loot Emerald (250g) (split) Lantern of Revealing (each) (uncommon) Journal of Thorgrin Ironquill (worth 450g) (split) Leather scraps (no value?) Mind Crystal (Careful) (each) (uncommon)
Adventure Logsheet
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Swap - Consumable Deposit: Bead of Force Withdraw: Mind Crystal (Careful)
Session Notes 2025-03-19 FR-DC-VECNA-01, The 3-Body Problem Game Code - FR-DC-VECNA-01 Game Name - 3-Body Problem Location - CCG House DM - Jamison Party - Ulysses Shaw, dragonborn Fi-5/Wa-5 (Isaiah) Asmara, firbolg Cl-5/Dr-5 (Brian) Bane, tiefling Mo-10 (Veronica) Tandur, human Cl-6/Fi-3 (Thomas, me) Salem, tabaxi Mo-5/Ro-2 (Forrest) Neverwinter city, aka Skilled Hands, aka Jewel of the North. D. Neverember is the city premier. He regularly hires mercenaries or adventurers to keep the city secure. We are to have a meeting in the Protectorate Enclave in the Hall of Justice with Kavori Fairheart, Protector of ___. We are in the temple of Tier, in the foyer, as she comes storming out from a meeting. She is angry, sees us composes herself and greets us. Champions: I have hired you for a mission. You are known to be capable and trustworthy. Bodies have been appearing. You are to investigate. She has a hunch it may involve cults. If so, we are empowered to defend ourselves. She thinks there are 3 related bodies. 1 has disappeared, but 2 are still being guarded. These bodies have been appearing around the Docks district. A body is in the Docks Market. Guards are protecting it. The second is to be found at the harbormaster's office. He is Jinn. There is a 3rd, which was reported but seems to have disappeared. They were all reported at the same time, which is why she has mentally connected them. That 3rd body was initially discovered in the Swamp Docks area. That semi-autonomous region is controlled by the Zahaguin tribe of fishfolk. If we discover cultist activity, we are to report our findings to her. She can be found here or at the Beached Leviathan #2, a tavern run by a friend of Neverember. We select the harbormaster as the first destination. We arrive. The harbormaster is unconscious in the middle of the room. Combat with shadowy creatures. We prevail. We saved the harbormaster who gives us some information. Most of the information came from viewing the body. The body was covered with etchings, staples and bolts at the wrists, ankles and neck. We also discover a shipment of purple pufferfish destined for Barbous Chateau, a noble house. We are able to collect valuable poisons from the dead fish. See loot. The body is female, high elf, elderly, in a ball dress. One of our party members says she looks familiar, but can't fully recall. Something about snow. (Later on, we discover Yuki is Japanese for snow. That's her name: Yuki) Next, we travel to the Docks Area. The murder area is blocked by Wintershield Guards. They agree to let us pass once we point out we are investigating for the good of the city. On our way we are joined by Kavori Fairheart. Even she couldn't get past the guards, something about jurisdiction. Another female body, surrounded by blood, too much blood for a humanoid creature. Combat - This time we are faced with 2 red jellies (gelatinous creatures) and 3 clear ones. During combat our druid blasts 3 clear ones with lightning. Oops. They split into 6 instead. They (the red and clear) have resistance and/or immunity to a lot of our damage. Nonetheless, we prevail. After the battle, we continue our investigation. 1 The blood is dragon's blood. And the body has the same appearance: staples and bolts at the wrists, ankles and neck. In this case, we can see the limbs are mismatched. 2 The etchings are in a language we don't know. Our druid casts a spell. She learns the etchings refer to using the soul like a battery. 3 Finally, there is an eyeball in the corpse's mouth. 4 This corpse is a human female, in her 30s, also in a ball dress. Something about Bella (incomplete notes: perhaps name of body). Something seems to have changed around the time of the "defeat of the Red Wizards near the coliseum." (See movie: Dungeons & Dragons for more) End of session. Loot: Each vial of poison can be kept (by one player, not replicated) or sold (and split with the party). The party decided to sell both and split the gold. (Otherwise, the item should be Purple Worm Poison, customized to be from Purple Pufferfish. Isaiah, indicated the poison was remarkable.) Gold: 2000 + 2000 + 500 = 4500/5 = 900 each. We also each get 1 healing potion.
DDAL00-02C Spawn of Maimed Virulence DDAL00-02D Echoes of the Weeping War DM: Howard (w0d6w9h1426@gmail.com) Table: 4 Slot: 1141 Party - Dargoth, dragonborn Wiz-8/Fi-2 (Steve) Spike, orc Fig-5 (Joe) Xaron, elf Warl-5 (Evan & dad) Tandur, Cl-6/Fi-3 (me, Thomas) The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Internet doesn't say Vorgansharax was the mate. Q: What module... ? A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver. Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. brother: Gwyr sisters: Berdea & Verdian copy/paste Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud. "Verdian" Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings. "Berdea" Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby. "Gwyr" Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax. Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: 465 gold Bought 2 x Antitoxin 2 x 50 =100 1 x Gr Healing Pot 200 4 x Regular Healing Pots 4 x 25 =100 DMG Prices /Howard Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Yuoli, elf Vastanaz, wood elf, probably working with dragons Eltruella, no idea. Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. Potion of healing Potion of Resistance to Poison Bracers of Defense ? Dex ? 400 gp He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our <initial village, which was skipped; we were confused> in order to gather information. If we bring that sword, he will leave. Elmwood Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves). We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - Harbor. Hire boat, the Green Reach, Capt Grant Condor. C1 Hydra & 3 baby hydras. Debark Enter ruins Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway. C2 Man standing there. Run! Later, take my bags and run? Later, help me! We fight C3 We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit. We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 2 dragons. 975 gp each Bracers of Defense + 2 levels + 20 Downtime
Adventure Logsheet
DDAL00-02C Spawn of Maimed Virulence DDAL00-02D Echoes of the Weeping War DM: Howard (w0d6w9h1426@gmail.com) Table: 4 Slot: 1141 Party - Dargoth, dragonborn Wiz-8/Fi-2 (Steve) Spike, orc Fig-5 (Joe) Xaron, elf Warl-5 (Evan & dad) Tandur, Cl-6/Fi-3 (me, Thomas) The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Internet doesn't say Vorgansharax was the mate. Q: What module... ? A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver. Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. brother: Gwyr sisters: Berdea & Verdian copy/paste Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud. "Verdian" Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings. "Berdea" Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby. "Gwyr" Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax. Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: 465 gold Bought 2 x Antitoxin 2 x 50 =100 1 x Gr Healing Pot 200 4 x Regular Healing Pots 4 x 25 =100 DMG Prices /Howard Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Yuoli, elf Vastanaz, wood elf, probably working with dragons Eltruella, no idea. Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. Potion of healing Potion of Resistance to Poison Bracers of Defense ? Dex ? 400 gp He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our <initial village, which was skipped; we were confused> in order to gather information. If we bring that sword, he will leave. Elmwood Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves). We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - Harbor. Hire boat, the Green Reach, Capt Grant Condor. C1 Hydra & 3 baby hydras. Debark Enter ruins Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway. C2 Man standing there. Run! Later, take my bags and run? Later, help me! We fight C3 We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit. We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 2 dragons. 975 gp each - added to character sheet Bracers of Defense + 2 levels + 20 Downtime
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Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) Netherese Ring of Protection (rare) from Krell (character sheet) to Tandur (character sheet)
BMG-MOON-MD-05 Fleeing Snowdown Game Code - BMG-MOON-MD-05 Game Name - Fleeing Snowdown Location - Contrarian's Game Cafe DM - Mike B Party - Sir Mancha, earth genasi Pa-6/Wi-1 (Joe) Gossemyr, elf Bb-5 (Asia) Garothe, hill dwarf Bb-7 (Cooper) Vall, triton Ra-7 (Brian) The Temp, orc Dr-5 (Neel) Tandur, human Cl-6/Fi-4 (me, Thomas) We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot
Adventure Logsheet
Session Notes 2025-04-02 Party - Rhyndera (f), Pa-5/So-5 (Andrew) Kookey Gobas (m), kobold PA-6/SO-4 (Lv10) (Jamison) Elly (m), elf Wizard-5 (Doug) Bane (f), tiefling Mo-10 (Veronica) Salem (th), tabaxi Mo-5/Ro-2 (?) (Forrest) Tarenth Shadowood (m), shifter Mo-2/Ra-2/Ro-1 (Conrad) Tandur (m), human Cl-6/Fi-4 (me, Thomas) When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. C1 init 12 We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: she of sacred flight and knows only the truth We find a room with 2 prison cells. Under the trash on the ground a scrawled message: 3 monsters lead them all We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. First door on the left. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Chishinix Hashutu Voalsh Desk with letters in Undercommon. Ink well - see loot A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. My notes indicate we will start with a fight. I didn't write down what we saw. End session. Loot 5 x 500 gp bottles of perfume Subtle Mind Crystal to character sheet Ink well: 280 gold 2780 / 7 = 397 gold each. Added to character sheet.
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From Vault to Character Sheet Pot Healing Pot Healing Pot Acid Resist Lantern
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Adventure Logsheet
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Adventure Logsheet
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Buy Pot Healing x2 on char sheet
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AL Limits of Magic Carried Permanent Magic LIMIT 3 of Uncommon or greater 5 of Common Inventory 1 rare ring 1 uc shield 1 uc Lantern of Revealing CONSUMABLES LIMIT 10 consumables Inventory Bead of Force Bead of Force Scr: FoM Mind Crystal Careful Pot Healing Pot Healing Pot Healing Pot Healing Pot Acid Resist Mind Crystal Subtle =10
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Inventory & components purchase
Adventure Logsheet
PO-BMG-MOONCA-POB-01 The Joust of Roses DM: Kurt Hoffstaetter (1320736111) Session Notes 2025-04-04 Party Rhydian (m), human Dr-10 Moon (John K) Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) https://www.dndbeyond.com/characters/137136584/go6FGR Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) https://www.dndbeyond.com/characters/144261311 "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Team name Crimson Cabal Intro by guide, Kithren Trinket Roses everywhere Collect steed Rules 1 There must be a jouster. Not to hurt. 2 Land bound creature, but you can flavor it. 3 Everyone must cheer loudly 3 passes. Judges can adjudicate ties. Words have meaning. Don't lie, here. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Your choice of Athletics, Acrobatics, Animal Handling, or Insight. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. We win 2 out of 3. Success. Next chapter. Lightning. 3 sisters appear. One is an image. Chitterbone, Rowena, & Urphania. Each offers 3 challenges, we must choose 1 from each. Urphania Earth Wind Fire; we choose earth. Rescue a kid. We ask if it is a human child. No answer. Reduce makes Number 8 tiny. He goes into the tunnel and finds the goat. We pull the rope and free the goat. We are teleported back to the joust. Chitterbones Mind Body Spirit; we choose spirit Fey in an artist commune are debating art. 2 camps: social message or aesthetically pleasing. We help them choose social message. We help them paint. Some are poisoned. We revivify them. We finish helping them with the art. They complete most, but not all of the paintings. Next chapter. Rowena Good Bad Ugly; we choose Good Combat 1 We have to enter a locked door. There are 10 creatures who will attack. When we kill one, we can take its key. We failed to get through the locked door in time. 10 minute break Final chapter Prismatic Knight taunts lord and lady. Combat 2 Prismatic Knight adds 6 more smaller knights each of a color. On each of their turns, they kill civilians, unless they are engaged with 1 of us. We beat most of the colored knights. But there was still 1 or 2 left, plus the Prismatic Knight. Time. We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses DM: Kurt Hoffstaetter (1320736111) Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone 10 Downtime Days 1,000 gp (5,000 gp divided) -- on character sheet Five Star Sapphires (1,000 gp each) Woodcutter's Axe Fabulist Gem Saddle of the Cavalier Woodcutter's Axe- now on character sheet Weapon (Greataxe), Rare You have a +1 bonus to attack and damage rolls made with this magic weapon. When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Wondrous Item, Uncommon (Requires Attunement) This glittering red gem is commonly found embedded in a ring or brooch. While wearing the gem, you gain the following benefits. Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet Wondrous Item, Uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
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More incense & diamonds (components) reflected on character sheet
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Sold (for 25) Scale Mail Bought (for 400) Breastplate Reflected on character sheet
Adventure Logsheet
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. 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. 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
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - BMG-MOON-MO-05 Game Name - Fleeing Snowdown Location - Contrarian's Game Cafe DM - Mike B Party - Chet, Fi-8 (Nate) Vall, Ra-9 (Brian) Gossemyr, Bb-5 (Asia) Tandur, Cl-6/Fi-4 (me, Thomas) Garothe, Bb-8 (Cooper) Cloudy, animals, mostly quiet, mass deforestation. Farm houses, huts Soil is bad Perception Horses in distance, coming closer. Dire/giant wolves, faster 2 running humanoids equally fast. 4 groups went north 2 groups went west: 1 group of guards & 1 group of undead. We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Faeries departed. Nameless Forest. Body. Loot 100 g. / C1 (combat) Dire wolf x7 Vampire (or similar) x2 [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: 1 healing potion / replicated > onto character sheet. 20 gp each. > onto character sheet We are halfway to the narrow part. End
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - BMG-DRW-OD-01 (OD, as in Obscure Devotions) Game Name - Something in the Way Location - CCGHouse DM - Andrew B Party - Eerie (m), human So-5 (Joe) Elly (m), elf Wi-6 (Doug) Tandur (m), human Cl-6/Fi-4 (me, Thomas) We being in Neverwinter. Meet with Zahira Daryon New star in the trail of Selune. Has something to do with the battle against the Red Wizards. They are using magic from outside the Weave. Wants us to travel to Cormyr (country) & Suzail (town). Meet with Tasia (Tisia) Granjane in temple to Augmah. Something about emerald gem dragon. Not sure if it is hostile, supportive or neutral. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Tandur gives 2 regular healing to both Elly & Eerie. - now on character sheet Arcana check: the teleporter looks old but functional. Next morning. Begin teleporting. Something wrong. We can help stabilize by expending spell slots. We supply 10 slots. Enough. We arrive in the correct town, Suzail, in the back of a building (which one?) We walk to Temple of Augmah. It's a library. Elly wants to read the books. We agree to come back later. We ask for Tisia. We are brought to study of Master Sage. She offers tea. Eerie gives ours a spike. She has been watching through a telescope. It's a rogue planetoid. There are many lights upon its surface, making it look like a star. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) https://www.dndbeyond.com/magic-items/36822-moon-touched-sword https://www.dndbeyond.com/magic-items/36819-moon-touched-sword-longsword Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. [] 5 gold - Tandur gives to Eerie to help persuade. - now on character sheet Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? Jean Val Dano, Lunar Courtier. We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for Potion of Vitality We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 We prevail. No damage to, no attacks on the helmsman. One of the killed creatures vomits up Bracers of Defense. - now on character sheet 3200 gp / 3 = 1066.6.6 each.- now on character sheet Loot summary 100 g each 1 greater healing potion each. Moon-Touched Longsword Bracers of Defense 1066.6.6 gold (each)
Adventure Logsheet
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Bracers of Defense - from Vault to character sheet - now on character sheet
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Bead of Force - from Vault to character sheet
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Bead of Force x5 - from Vault to character sheet - now on character sheet
Adventure Logsheet
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Spent 10 g for Find Familar components - now on character sheet
Session Notes 2025-04-15 BMG-MOON-MD-05 Fleeing Snowdown Game Code - BMG-MOON-MD-05 Game Name - Fleeing Snowdown Location - Contrarian's Game Cafe DM - Mike B Party - Sir Mancha, ? PA-6/WI-1 (Joe) Gossemyr, ? BB-5 (Asia) Terrence, WI-10 (John) Vall, triton RA-9 (Brian) Garothe, hill dwarf BB-9 (Cooper) Tandur, human CL-6/FI-4 (me, Thomas) Note: Steve & Emris at other table Wolves to the left of us, horses to the right. Combat 1, Init 12 Elite Merc drow; success or die. Commit suicide on command (on their turn). 1 (something) did get away. 5 suits of chainmail 300 gold + 75 (each chainmail) 112 gold 5 silver each. Now on character sheet. Potion? I thought so, but I didn't write it down, so I won't log it.
Session Notes 2025-04-16 Phandelver & Below: Shattered Obelisk Ch. 7 Game Code - N/A Game Name - Phandelver & Below: Shattered Obelisk Ch. 7 Location - CCGHouse DM - Scott M. Party - Evelyin Ryhndera Freda (m), human MO-5 (Joseph) Tandur, human CL-6/FI-4 (me, Thomas) Elly, elf Wi-7 (Doug) Salem, tabaxi Ro-5/Mo-5 (Forrest) Ielsa (Iosa?) (f), human Wa-5 (Jasmine) Bugs, harengon Wiz-6 +Bat "Bat" (Brian) Bane, tielfling Mo-10 (Veronica) Illithinar - 10 gold or component for familiar. Reflected on character sheet. Laboratory: 6 goblins looting. C1 Init traded 12 Traveled through portal Purple sludge in channels in the stone floor. L or R. We chose right. In the ceiling a scarred skin circle. Sweet smelling. Floating brains eating sludge. C2 Init traded 13. It requires an action to command my owl. [ ] Research that. C3 Init 11 Loot: Tiara, Mind Crystal. Stairs down; back to where we started. Return. Then another portal. Something about coconuts. Seems to have been an adventure I missed. C4 Init 21 Slaads. Cursed. Cannot regain HP, including from Long Rest. What about Temp HP? I contend that's a separate bucket, and unaffected by the curse. Max HP drops by 3d6 every 24 hours. Loot Silver Tiara 1200g / 8 =150 g 150 each. Now on character sheet. Mind Crystal (Quickened). Now on character sheet.
Adventure Logsheet
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Player: Thomas C (t88connolly) Character: Tandur Item: Bracers of Defense Source: BMG-DRW-OD-01 Something in the Way _ Player: Circe’s Revenge Character: IVAR Item: +1 Breastplate Source: DDHC-SpellJammer Light of Xaryxis
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Rebuild No longer start with Shield +1 Instead start with +1 Amulet of the Devout
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Buy shield & inscribe holy symbol
Adventure Logsheet
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Never managed to run this character again, but the VDDW starts tomorrow. So I am clearing the curse obtained in the last CCGHouse session.
Session Notes 2025-05-16 PO-BMG-MOON-POB-08 - Of Wonder and Weddings Game Code - PO-BMG-MOON-POB-08 Game Name - Of Wonder and Weddings Location - BMG VDDW Index - 006 Slot - 02 FR - 4PM (7PM Eastern) DM - Briana Caesara Party - Party Eska (f) https://www.dndbeyond.com/characters/137998423 Wa-9/Fi-1, elf Isolde (f) https://www.dndbeyond.com/characters/134279819/8k6oYi Fi-10, human Kwyjibo (m) https://www.dndbeyond.com/characters/145992604 Barb-8 / Ro-2, human Lissomrose Dottier Merribud (f) https://www.dndbeyond.com/characters/138090854/l9omPx Bard-10, harengon Tandur (m) Cl-6/Fi-4, human Administration ------ DDB commands !beyond https://www.dndbeyond.com/characters/146469533/iJbv1a https://www.dndbeyond.com/profile/t_connolly/characters/141196288 !beyond https://www.dndbeyond.com/characters/141196288/09du6g At end Remove !campaign remove https://www.dndbeyond.com/campaigns/5133271 Our party has been invited to the "grand wedding" between High Lord (or sometimes Prince) Araithe and Tarilyn Kendrick. Web: Araithe is the son of High Lady Ordalf, He is fey (?) (elf) She is ffolk. This arrangement can bring the groups together. Gossip: this will help unite the islands. We are on the isle of Gwynneth. There are visitors and travelers lined up for entry. Due to our service, we are already inside. Some of us (those with certain Story Awards) have a separate seating at the service. Kwyjibo & Tandur are at a lower status than the others. The others also get private rooms. We share. We are invited to a celebration (feels like rehearsal dinner), during which we are met by (a fey) Lady Sinofra. She will ask us later, "What is the promise of blossoms?" Note: there is no correct answer. Part of noble eladrin. (Who? I didn't note that). Sound of wonderful, but insistent, singing. Is the promise of blossoms a tale retold, A dance of the seasons, both tender and bold? Is it written in starlight, in roots and in rhyme, A vow everlasting, by nature designed? Does the promise of blossoms unite sun and rain, Each petal a triumph through struggle and pain. Does it weave through the Feywild, ageless and true, A story of passion, both timeless and new? Is it the murmur of leaves in the sun’s warm embrace, The hum of a bee on its delicate chase? Is it the courage to bloom where frost lingers near, An ancient covenant, untouched by fear? In the promise of blossoms, a question takes flight: Is it love or friendship that destiny writes? Does its meaning endure, no matter the name, And who holds the power to answer its claim? Tarilyn is up. She is moving towards the sound. We accompany. Spirt it of ancient queen, High Queen Allison. Sitting at a spinning wheel. Red thread (that's not ominous) Lady Siofra created glamour of ___ High Lord is in stasis. Testing Tarilyn; if you are certain of love. In order to join Tarilyn, some must prick finger on needle of spinning wheel. Tandur agrees. -1 HP. Must clear the brambles. But that requires completing tests in the library. There are 4 alcoves, each with a book connected by a red thread to the spinning wheel. Books • The Cinder Maid’s Tale • Midsummer’s Dream • Nussknacker and the Mouse King • Thumbelina Once we complete the tests, up to 4, we can then deal with the tower guardians. Then Tarilyn can awaken the High Lord via kiss or touch. It's 12:30 (00:30); we have about 6 hours. 4 choices; not all are requrired. How else would love triumph. Each successful (library) test will clear some of the brambles. The first we choose is "Cinder Maid." We fade out / fade in... ... to a ballroom. We see Araithe. Herald announces. Get Araithe and Tarilyn to dance. Need filled-out dance card. Success. Return to library. Some brambles have been removed, but enough remain to still block the way. We choose "Nussknacker" Grandfather clock. We are small. We are among toy soldiers. Invading mice. Soldiers attempt to ascend stairs. Mice poised to prevent. Wheels. Really, really unclear the physical setting. Disadv. on DEX Saves (then Checks) from now on. Init. Owl is also a toy. Large gear to small gear. At transition, make Athletics or Acrobatics. Tandur stuck, but no damage. Helped by ally. Sequence: gear - transition - gear Temp HP At the top fight: 7-headed mouse with crown (later: hydra mouse or mouse king) We prevail. Must convince Araithe to remove mask. Tandur: Country is important, but for the future relationship matter more. Break (Short rest? ) Climb tower. Dragon (Siofra) breathes cloud of spores Dragon > Kwyjibo. Killed owl. Reset owl. Recorded We fight. Dragon almost dead. Another hit. It becomes 2 smaller dragons. Eventually, we each make our way to the coffin. One-by-one, we activate a magic latch. "What is the promise of blossoms?" Uh, love! That was good enough. Queen appears. Something about Siofra. End of POB Series Rewards Tandur - da28-4e34-a1aa - claimed Rewards: level if you wish, 10 DT, 200 gp Recorded POTION OF ADVANTAGE Potion, uncommon When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. Recorded POTION OF GROWTH Potion, uncommon When you drink this potion, you gain the "enlarge" effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Recorded POTION OF PUGILISM Potion, uncommon After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes. This potion is a thick green fluid that tastes like spinach. Recorded CLOAK OF MANY FASHIONS Wondrous Item, Common This cloak is woven from supple wool dyed a forest green. Silver and gold thread form intricate knotwork along the edges. The golden threads shimmer under sunlight, while the silver threads glow softly under moonlight. While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. Recorded NETHERESE RING OF PROTECTION Ring, Rare (requires attunement) This green glass ring is etched with protective runes and shimmers with an iridescent sheen, even in dim light. A red thread is wrapped around it in a cluster of elegant loops, so lustrous that it could be mistaken for a gemstone at first glance. You gain a +1 bonus to AC and saving throws while wearing this ring. The ring is made from a single piece of mystical green glass that’s stronger than steel. It has the added property of making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand. Recorded STORY WEAVER (Story Award) You are known amongst the fey for being an epic teller of stories, having helped pen the tale of Tarilyn Kendrick and High Lord Araithe’s union. They may find your tall tales more believable in the future, if they match the format of a traditional fairytale. Recorded https://baldman.link/VDDW-Survey
2025-06-06 BMG VDDW '25-06 Slot / Table 001 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Party Kwyjibo (m), human Bb-9/Ro-2 [121] Mark https://www.dndbeyond.com/characters/146997997 Tandur (m), human Fi-4/Cl-3 [108] me, Thomas https://www.dndbeyond.com/characters/141196288 Tamarook (m), human Bd-7/Wa-3 [73] Mike https://www.dndbeyond.com/characters/133624339/A5Ke36 Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila https://www.dndbeyond.com/characters/124346907/uURUCt Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] https://www.dndbeyond.com/characters/140611646/cpBGt9 Our mission is to obtain 3 weapons Poem Search ye far or search ye near You’ll find no trace of the three Unless you follow instructions clear For the weapons abide with me. North past forest, farm and furrow You must go to the feathered mound Then down away from the sun you’ll burrow Forget life, forget light, forget sound. To rescue Wave, you must do battle With the Beast in the Boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double. Blackrazor yet remains to be won Underneath inverted ziggurat. That garnered, think not that you’re done For now you’ll find you are caught I care not, former owners brave What heroes you seek to hire. Though mighty, I’ll make each one my slave Or send him to the fire. Staircase Lent 2 torches Lent (but got back) climber's kit Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Loot 6000 silver Necklace 3000 gold Combat 3 Init 21 Obtained Blackrazor Items worth 11K gold 3 potions (revealed later) DM rules - Any treasure obtained in game DOES NOT apply to the carried limit. The carried limit is strictly what you bring into the game. While in-game, you can have more treasure than the limit. You have to reset your carried items (to the limits) before the next game. 1 hour break Resume Short Rest Part of my rope burned up. Dispose for 0. Buy more (this time x2) I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it. Bless vs. Moonbeam It would be nice to use a Bonus Action. I must remember to always use Tactical Mind on Ability Checks. There's no penalty for rolling. Finally, I want to figure out how to use Action Surge; and for that, I have no plan. Combat 4 Init 15 Loot 2600 gold +1 chainmail [tc - Well, I forgot to post it in the chat. And noboby else did. Either I misunderstood, or I was the only person to hear it. Either way, I won't declare it.] Combat 5 Init 9 Loot: Trident ("Wave") Goggles of Night Stone of Good Luck gold & gems Which doesn't belong: 5, 7, 9, 11, 13 Mark: 9 is not a Prime Number. Flesh Golem as a follower Flew across the pit of hanging discs. My fly was handy. Combat 6 Init 6 Vampire Lord Loot: 9000 gold 10,000 silver Potion Mind Reading Room of glass spheres Combat 7 Necklace 12,000 gold 3 keys Scroll - Fear Ring (speaks via telepathy) I have all these benefits. Only 1 may depart with me. If I am removed, I lose all my powers. Only way to bring me out is by wearing me. We decide to leave it in the room. Combat 8 Init 20 Nix & Knox I used my 4th level Dispel Magic. And it worked. Moonbeam was lost due to failed Concentration Check More treasure. Rewards: 12,100 gold each Added to character sheet Part 1 SCroll of Fear, Goggles of Night Stone of Good Luck potion of mind reading, SCR - conjure minor elementals, SCR - dispel magic, SCR - magic mouth). potion of healing (greater), Added to character sheet scroll of protection (fiends), Plate armor of vulnerabilty (resistance to slashing, vulnerabilyt to the other two) . ring of protection Added to character sheet ring of spell storing (R) (A) https://www.dndbeyond.com/magic-items/4730-ring-of-spell-storing Added to character sheet Part 2 & Conclusion 1 Characters may choose to gain a level. 2 10 Downtime Days 3 Reward Notes: + For turning in Blackrazor, Wave, and Whelm... 1 5,000 GP (included above) and choice of 5 Rare consumables (ammunition comes in single batches of 5). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 5 +2 crossbow bolts. Added to character sheet (3 Pot Sup Healing & 2 Scr Gr Restor) 2 Choice of the following: Arrow-Catching Shield Bracers of Defense Canaith Mandolin of the Bards Necklace of Prayer Beads (6 beads) Staff of the Woodlands Wand of the War Mage +2 +2 Weapon (player choice) 3 At level 17, may choose Blackrazor, Wave, or Whelm; AND choice now of: Blessing of Protection - +1 bonus to AC and saving throws. Added to character sheet (as homebrew (Artifact) item w/out Attunement) Blessing of Weapon Enhancement - One nonmagical weapon (player choice) in your possession becomes a +1 weapon while you wield it. Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Lyria: 4a22-49eb-99ac Tamarook: 85b3-4a2c-bb44 Tandur: 01c9-49ad-8048 Ùisdean: 500f-410c-8001 Always thanks to John Steele for his spell effects template! Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. Whelm Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Blackrazor Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Adventure Logsheet
*** PURCHASE ENTRY ***
Regular healing potion x2 Bring back familiar Rations Torches Rope
Session Notes 2025-06-07 [2025-06-07] Saturday 041 DDEP 06-02 - Return to White Plume Mountain (T2) Remember Tandur has +2 on Death Saves (from Blessing & from Ring). DM: Matt Brown Party Mr. Brightbuckles (m) halfling Fi-8 76 (Eric) Oosh-jin (m) human Fi-1/Bd-9 75 (Capt) Dresden (m) gnome Fi-10 84 (Dresden) Mylo (m) halfling So-10 66 (Scotty) Tandur (m) human Fi-4/Cl-10 108 (me, Thomas) Party Name: Online lookup: Silent Fist Merry Plunderers The River Gang The Slim Pickens (referring to the film, 1941, referring to our table number) Announcements - The wizard, Kelvan wants to do a ritual that will make him more powerful. He even plans to sacrifice Hildran (who?). He may even sacrifice villagers. Our jobs: Part of the group (called Tier 3, for some reason) will attempt the rescue. The other part (called Tier 2) will create a distraction. The rescue is the job. Killing Kelvan is a bonus Each group will have a special Sending Stone. T2 Distract (rescue if possible) Free the captives then escape. T3 Infiltrate & rescue Mylo grants 14 Temp HP DM: something about Dram & Colendra The whole area is Dim Light. Combat 1 R1 Bless DM Matt Brown (GM): "The wisest of all know of the power of threes" "So, three dangers must you brave to find the keys" "Once in hand, and the keys so turned," "The means of exit will then be learned." Discover man under Geas forced to sing a song forever. He can't leave. But he has a coral key around his neck. What will he trade for? A new song. We teach a new song. We get the key. Loot DM Matt Brown (GM): One Key may open a door, but safety is not sure. Three Keys when turned together can insure a resting place. A Key for each door turned together can secure a victory for a time. 7 minutes to decide (decode) "how many keys?" No clear answer to how many doors. We eventually say "The maximum keys," and the adventure continues. We open a door and magically find ourselves in a prison. [tc- that's so bogus] Time of break is approaching. We kill 1 creature; the other 5-8 flee. Loot Break 3 sets of double doors. Wait. Visitor from HQ. We each get an attack on the Warlord. Warlord departs. We go though 1 door [tc- it clearly didn't matter which] and we find ourselves on a theater stage. Each tier goes down. DM provides a visual reference. The players know this, but the characters don't. Combat. Effreeti & other things. One of our party was down to 9 HP. But then the announcement. We win. yay. Rewards 444 gp each Added to character sheet. Story Awards - Favor of the Merchant Savil - For your efforts in saving the Merchant, you can purchase mundane gear from his shops in Neverwinter and Baldur’s Gate at half price for the next year. Available items include all of the Adventuring Gear listed on page 150 of the PHB, except for the spyglass, vials of poison and druidic focuses. If you aren’t in either town, but you’re in the Sword Coast region, you must spend 5 downtime days. If you’re not in the Sword Coast region, you must pay 10 downtime days. This story award expires one year from when it’s earned. Favor of Selune - For your efforts in saving the Priestess of Selûne, you may redeem this story award and receive free spellcasting services from any temple of Selûne on the Sword Coast. This story award can be used three times. This story award can’t be used to receive the benefit of a spell higher than 6th level.. Other treasure - Spell Scroll (Lv3) of Animate Dead. Ioun Stone of Protection Cube of Force Mage's Spellbook Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. he spells of this spellbook are written on sheets of high-quality parchment in golden and silver ink. The pages are bound between plates of blue-painted wood. It contains the following spells: banishment, cone of cold, counterspell, detect magic, detect thoughts, fire shield, fly, globe of invulnerability, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, scrying, shield, stoneskin, teleport, time stop, wall of force. Necromancer's Spellbook Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. This spellbook consists of rigid sheets of vellum bound in pale, white leather. It contains the following wizard spells: animate dead, bestow curse, Bigby’s hand, blight, blindness/deafness, circle of death, cloudkill, dimension door, false life, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, stoneskin. Dragon Mark code (already claimed)
2025-06-08 FR-DC-THAY-02 How to Seduce a Thayan in Tendays FR-DC-THAY-02 How to Seduce a Thayan in Tendays DM: Jamie Chan Party Rhyndaera (f) human Fi-8/Wa-2 72 (Andrew, Fire Wraith) Georg (m) human Ra-8/Ro-1 [75] Init+7 (SnorriHT) Kenkar (m) Cl-10 (DawnOfShadows) Pimbly (m) halfling Ro-8/Ra-2 75 (Cap'n Ron) Tandur (m) human Fi-4/Cl-6 108 (me, Thomas) /r 1d10+4 Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards. With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations. Harpers chose us because we are strong adventurers We've been together for 20 days (2 tendays) Tharch of Thazalhar Intro Tandur, human male, is a multi-class cleric-6 / fighter-4, worshipper of Selune. He likes to be supportive in combat. He thinks he's a decent cleric but not particularly good at speeches (think: low Charisma). He dabbles in arcane magic, and travels with a pet owl (familiar). Twilight Cleric-6 / Eldritch Knight Fighter-4 (Table talk: built as an experiment, I still haven't settled on his backstory, thus the generic icon.) https://www.dndbeyond.com/characters/141196288 One of you must become the competitor. Our job was to try to seduce this guy Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered A robust outdoorsman with excellent horsemanship and simple tastes Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion Hates puffy sleeves due to a childhood trauma with jellyfish Is allergic to the smell of cloves Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks) Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status Who will it be? Rhyndaera volunteered. Good thing, said one person, before you were voluntold. What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at. Merchants or Nobles? Merchants Cover name: Amera Vestalia. WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR) KNOWN INFORMATION AS GATHERED BY THE HARPERS Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered A robust outdoorsman with excellent horsemanship and simple tastes Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion Hates puffy sleeves due to a childhood trauma with jellyfish Is allergic to the smell of cloves Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks) Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status What are our roles in the group? Tandur is bodyguard. I only came up with that because somebody else suggested it. Otherwise, I would have been unable to answer. We travel to the mansion. He gives us a tour "prior to the festivities." We note his guards are sharp. Walk into a room. Who do you meet? We choose from handout containing 4 options. Each identifies the success conditions. We choose Mikald. 1st flashback - We appear in a room, the Drunken Lion playhouse. [tc- It was not clear to me that it was a flashback. Snack vendor Usher The star is Mikal. Party member puts ghost pepper into costume in the "privates" area. [tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions. Meet Mikald It is difficult not to know all about Mikald, as he is well-known for being in plays that satirize Red Wizards and Thayan society as a whole. We know he will be performing this afternoon at the Drunken Lion playhouse in Nethentir, in the tharch of Lapendrar. Your cover story is that of fans coming to see the play. Required Success Condition Find a way to sabotage Mikald in his new play “WIGHT PRIVILEGE” such that he looks like a traitor to Thay, or “bring the house down” to injure him. Yaelend does not care for either traitors or invalids. [tc- Eventually, I got the idea. Tandur whispers to the old man. "See that symbol?" We succeed in embarrassing Mikal. Return to room. Mikal is accused of treason and is escorted away. 2nd flashback- Wilderness of Thazalhur. Yellan arranged a competition of hunting. The best trophy wins. There is another hunter on the site. That's the person we have to beat. We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion. Your cover story is the same as what you chose for the ball. Required Success Condition Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball. Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20? Combat 1 2 hydras & 1 roc. We prevail & are returned to the room. Loot Break Pointy End (Waterborne Magic-touched Rapier) Weapon (rapier), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder? Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. ATHORA (history check) Something about ATHORA if we have a chance to do a history check later. [tc - We never did, so maybe it was the 4th scene that we didn't have time to choose. 3rd flashback - We have been watching Elion for some time, and discovered that he seeks to be rid of an embarrassing physical condition by visiting Rhaena’s Manypetals. This bathhouse in the city of Amruthar (in the Lapendrar tharch) is renowned for its scented waters and bath treatments. Your cover story is that of guests to the bathhouse. Required Success Condition Elion has come to remove the stink of goat from his scales. Find a way to sabotage him such that he will be repulsive to Yaelend Hulthroun at the Ball. East room & west room Perception checks Message to party New cover name: Varessa Swiftwind Sea elf = Riegel Other patrons "Mikal was a traitor." Smelling Elion's musk We manage to put cloves in the bathwater. Why/how did somebody in our party know that cloves would be bad to the dragonborn? I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!” Big as spellplague Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre. Mists “It has been long since I was able to reach out, but today marks the anniversary of my death. I was Tam’s lover before he reached the zenith of his power - before he had me killed. But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE. Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you. Harper's Tongue (Sentinel Cli Lyre: Undead) Wondrous Item, rare (requires attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable. 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. (Undead) Laraer Astrid Harpers wanted scepter Call on __ to change Del Humid Congratulations, you've gained... Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Harper's Tongue (Sentinel Cli Lyre: Undead) Story Award(s) One True Love (only Rhyndaera) Consumable(s) Dust of Disappearance Dust of Sneezing and Choking Gold Suitor #1 - Cave Heirlooms - 2,000 gp Suitor #2 - Elion’s Pouch - 5 gp Sati’s Reward - 2000 gp Up to 4005 gp/# of players = 800 gp ...as well as 10 Downtime Days + a level, if you choose to take it. How to Seduce a Thayan in Tendays (FR-DC-THAY-02) DM'd by Jamie C. (DCI 3320806668) Dust of Sneezing and Choking Wondrous Item, Uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell. added to character sheet. Dust of Disappearance Wondrous Item, Uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature. added to character sheet. 800 gold added to character sheet. Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Pointy End (Waterborne Magic-touched Rapier) Weapon (rapier), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. 'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?' Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. added to character sheet Harper's Tongue (Sentinel Cli Lyre: Undead) Instrument of the Bards Wondrous Item, rare (requires attunement by a Bard) https://www.dndbeyond.com/magic-items/9228788-instrument-of-the-bards An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Sentinel. This item glows faintly when Undead creatures are within 120 feet of it. "(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable." added to character sheet.
Adventure Logsheet
*** PURCHASE ENTRY ***
Sold regular rapier; replaced with Pointy End (magic, but common)
*** TRADE ENTRY ***
Request type: TRADE Character name: Tandur Magic item you're offering: Netherese Ring of Protection Magic item you want: Ring of Evasion BMG Trading Post Requested: 05:31 Approved: 05:41 Reflected on character sheet
*** PURCHASE ENTRY ***
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
Adventure Logsheet
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.
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.
*** PURCHASE ENTRY ***
3x healing potions @ 25 gp
Adventure Logsheet
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
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.
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.
Adventure Logsheet
*** PURCHASE ENTRY ***
Rebuilt cantrip list - Magic Initiate - Wizard Deleted Message Replaced with Poison Spray (does use WIS for spellcasting ability)