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