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

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2025-07-12 05:41 Trade Log Show Trade Log

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

2025-06-08 21:11 Purchase Log Show Purchase

Sold regular rapier; replaced with Pointy End (magic, but common)

2025-06-08 11:00 FR-DC-THAY-02 How to Seduce a Thayan in Tendays 61 10 Show

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
Georg (m) human Ra-8/Ro-1 [75] Init+7 (SnorriHT)
Kenkar (m) Cl-10 (DawnOfShadows)
Pimbly (m) halfling Ro-8/Ra-2 75
Tandur (m) human Fi-4/Cl-6 108

/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.

2025-06-07 16:00 DDEP 06-02 - Return to White Plume Mountain (T2) 41 10 Show

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
Oosh-jin (m) human Fi-1/Bd-9 75
Dresden (m) gnome Fi-10 84
Mylo (m) halfling So-10 66
Tandur (m) human Fi-4/Cl-10 108

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)

2025-06-06 22:40 Purchase Log Show Purchase

Regular healing potion x2
Bring back familiar
Rations
Torches
Rope

2025-06-06 11:00 DDHC-TYP-04 - White Plume Mountain 1 10 Show

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.

2025-05-16 16:00 PO-BMG-MOON-POB-08 - Of Wonder and Weddings 6 10 Show

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

2025-05-15 18:51 Purchase Log Show Purchase

Never managed to run this character again, but the VDDW starts tomorrow. So I am clearing the curse obtained in the last CCGHouse session.

2025-04-27 13:07 Purchase Log Show Purchase

Buy shield & inscribe holy symbol

2025-04-27 13:02 Purchase Log Show Purchase

Rebuild
No longer start with Shield +1
Instead start with +1 Amulet of the Devout

2025-04-27 12:30 Trade Log -5 Show Trade Log

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

2025-04-16 18:00 Phandelver & Below: Shattered Obelisk Ch. 7 10 Show

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.

2025-04-15 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

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.

2025-04-10 13:50 Purchase Log Show Purchase

Spent 10 g for Find Familar components - now on character sheet

2025-04-10 13:44 Trade Log Bead of Force (x5) > Show Trade Log

Bead of Force x5 - from Vault to character sheet
- now on character sheet

2025-04-10 13:43 Trade Log Bead of Force > Show Trade Log

Bead of Force - from Vault to character sheet

2025-04-10 13:42 Trade Log Bracers of Defense (Rare) (a) > Show Trade Log

Bracers of Defense - from Vault to character sheet
- now on character sheet

2025-04-09 18:00 BMG-DRW-OD-01 Something in the Way 10 Show

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)

2025-04-08 18:00 BMG-MOON-MO-05 Fleeing Snowdown 10 Show

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

2025-04-06 11:00 PO-BMG-MOON-POB-07 - Of Romance and Dalliances 66 10 Show

Session Notes 2025-04-06

PO-BMG-MOON-POB-07 - Of Romance and Dalliances
Tier 2

DM: Paul Maloney

Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride)
https://www.dndbeyond.com/characters/136204377

Kwyjibo, human Bb-8/Ro-2 Berserker (Mark)
https://www.dndbeyond.com/characters/144261311

Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic"
https://www.dndbeyond.com/characters/137991528/nYjFJX

Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas)

Players:
Stephen Moseley
Trey McBride

Description:
"Are you ready to perform a heist of your own in this adventure where every decision matters?"

I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure.
- Tandur (Cleric)

Cantrips
Message
Guidance
Prestidigitation
Mage Hand

Lv1
Bless
Detect Magic [R]

Lv2
Zone of Truth
Silence [R]
Locate Object
Find Traps
See Invisibility

Lv3
Dispel Magic
Clairvoyance

We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep.

Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right.

Queen missed it Kendrick
King Dav...
Princess Taralina

Invitations are done using the Seals of Approval ceremony.

Process
1. Deliver food
2. Deliver invitation
3. Guest responds negatively
4. Act surprised
5. Attempt to convince guest
6. Guest relents, accepts and offers a gift, which used to be an official seal, but now is an object to fit into a piece of jewelry, necklace or bracelet.

A man rushes in. They confer.
Oh, we must ask you for an additional task. All the wedding gifts have been stolen. As you deliver the invitations, see if you can gather information about the stolen gifts.

We are tasked with 4 invitations.

  1. Feyren, a satyr
    He complains about the noise.
    Jarik offers to make stylish earmuffs.
    And we have to steal a bottle of wine. We succeed. He accepts.
    He gives gift of wooden object.
    He seems to have been only around the study or his quarters.
    We further discuss his knowledge of the property. He is concerned with growing crops in the harsh soil.

  2. Captain Kree & ?
    One is playful and acts like a pirate. When Tandur offers to spar, he admits he's not a real pirate.
    They decline because if the princess relocates the local parties will cease. We suggest party boats, pirate party boats. Success.
    No clues about the stolen gifts.

3.
Lord Aster & Lady Artemiz.
Very concerned with linage, fashion, gossip & status.
They object because the princess' parents will be lonely.
We persuade mentioning the pirate boats. Success.
We had no ideas how to get more info, as they deigned to pay us much attention.
They did mention something about forgery in Waterdeep.

4.
Name + name
in love, feed each other food.
One is alchemist, the other herbalist.
Objection: no love spoons. Jarik makes some.
Invitation: success.
We detect the herbalist doesn't know very much and was reluctant to be fed food.

We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband.

The queen summons all the guests. They offer to help. We need to investigate the town.

New handout, a whole page.
For future reference, I cannot read (and internalize) rules while the game is going on. I need to actively separate from the game and read the new rules.

4 tasks
Help druids
Listen to rumors in bars
Craft stuff
& ?

We work on them as best we can. Earning points to be converted immediately or later into spells or objects.

What we learn
There are new rogues here, from Waterdeep, from the Shadow Thieves.
Satch, the hag, is probably involved, possibly as the fence.
The Shadow Thieves have the job to steal the goods. The locals feel overlooked.
The hag has an encampment
The Shadow Thieves have an encampment near Wintergreen.
Satch is looking for something of high quality, expensive.
Gnome alchemist, in-town for trading, seems to know more than he can reveal. Has mixed memories, missing memories.
Dispel Magic. Partial success.
He reveals the description of the stone cottage. A spider on the ceiling attempts to get away. Kwyjibo kills it.
TC: In hindsight, that probably prevented them from being prepared.

Long Rest
We stop by druids in the morning. Earn more points. Eat food for +20 Max HP.
Vigilant blessing
Healing potions. Never used, so returned.
Teleport to encampment.

Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss.

The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee.

We return with the remaining loot.
Partial success.

Loot
Thank you for completing the adventure with me today, I hope you had a good time and enjoyed it.

For completing the adventure your character is entitled to the following:

Gain one level
3,000gp split equally amongst the party (1,000 gp each) - now on character sheet

You find the following magical items during the adventure, each player gets each item

Hag’s Pincushion (a bracer of flying daggers)
Hawthorne’s Horn (a horn of silent alarm)
Potion of Greater Healing
Spellwrought Tattoo of Thunder Step
Spell Scroll of Dispel Magic

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2025-07-12 05:41 Trade Log Show Trade Log

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

2025-06-08 21:11 Purchase Log Show Purchase

Sold regular rapier; replaced with Pointy End (magic, but common)

2025-06-08 11:00 FR-DC-THAY-02 How to Seduce a Thayan in Tendays 61 10 Show

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
Georg (m) human Ra-8/Ro-1 [75] Init+7 (SnorriHT)
Kenkar (m) Cl-10 (DawnOfShadows)
Pimbly (m) halfling Ro-8/Ra-2 75
Tandur (m) human Fi-4/Cl-6 108

/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.

2025-06-07 16:00 DDEP 06-02 - Return to White Plume Mountain (T2) 41 10 Show

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
Oosh-jin (m) human Fi-1/Bd-9 75
Dresden (m) gnome Fi-10 84
Mylo (m) halfling So-10 66
Tandur (m) human Fi-4/Cl-10 108

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)

2025-06-06 22:40 Purchase Log Show Purchase

Regular healing potion x2
Bring back familiar
Rations
Torches
Rope

2025-06-06 11:00 DDHC-TYP-04 - White Plume Mountain 1 10 Show

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.

2025-05-16 16:00 PO-BMG-MOON-POB-08 - Of Wonder and Weddings 6 10 Show

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

2025-05-15 18:51 Purchase Log Show Purchase

Never managed to run this character again, but the VDDW starts tomorrow. So I am clearing the curse obtained in the last CCGHouse session.

2025-04-27 13:07 Purchase Log Show Purchase

Buy shield & inscribe holy symbol

2025-04-27 13:02 Purchase Log Show Purchase

Rebuild
No longer start with Shield +1
Instead start with +1 Amulet of the Devout

2025-04-27 12:30 Trade Log -5 Show Trade Log

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

2025-04-16 18:00 Phandelver & Below: Shattered Obelisk Ch. 7 10 Show

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.

2025-04-15 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

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.

2025-04-10 13:50 Purchase Log Show Purchase

Spent 10 g for Find Familar components - now on character sheet

2025-04-10 13:44 Trade Log Show Trade Log

Bead of Force x5 - from Vault to character sheet
- now on character sheet

2025-04-10 13:43 Trade Log Show Trade Log

Bead of Force - from Vault to character sheet

2025-04-10 13:42 Trade Log Show Trade Log

Bracers of Defense - from Vault to character sheet
- now on character sheet

2025-04-09 18:00 BMG-DRW-OD-01 Something in the Way 10 Show

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)

2025-04-08 18:00 BMG-MOON-MO-05 Fleeing Snowdown 10 Show

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

2025-04-06 11:00 PO-BMG-MOON-POB-07 - Of Romance and Dalliances 66 10 Show

Session Notes 2025-04-06

PO-BMG-MOON-POB-07 - Of Romance and Dalliances
Tier 2

DM: Paul Maloney

Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride)
https://www.dndbeyond.com/characters/136204377

Kwyjibo, human Bb-8/Ro-2 Berserker (Mark)
https://www.dndbeyond.com/characters/144261311

Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic"
https://www.dndbeyond.com/characters/137991528/nYjFJX

Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas)

Players:
Stephen Moseley
Trey McBride

Description:
"Are you ready to perform a heist of your own in this adventure where every decision matters?"

I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure.
- Tandur (Cleric)

Cantrips
Message
Guidance
Prestidigitation
Mage Hand

Lv1
Bless
Detect Magic [R]

Lv2
Zone of Truth
Silence [R]
Locate Object
Find Traps
See Invisibility

Lv3
Dispel Magic
Clairvoyance

We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep.

Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right.

Queen missed it Kendrick
King Dav...
Princess Taralina

Invitations are done using the Seals of Approval ceremony.

Process
1. Deliver food
2. Deliver invitation
3. Guest responds negatively
4. Act surprised
5. Attempt to convince guest
6. Guest relents, accepts and offers a gift, which used to be an official seal, but now is an object to fit into a piece of jewelry, necklace or bracelet.

A man rushes in. They confer.
Oh, we must ask you for an additional task. All the wedding gifts have been stolen. As you deliver the invitations, see if you can gather information about the stolen gifts.

We are tasked with 4 invitations.

  1. Feyren, a satyr
    He complains about the noise.
    Jarik offers to make stylish earmuffs.
    And we have to steal a bottle of wine. We succeed. He accepts.
    He gives gift of wooden object.
    He seems to have been only around the study or his quarters.
    We further discuss his knowledge of the property. He is concerned with growing crops in the harsh soil.

  2. Captain Kree & ?
    One is playful and acts like a pirate. When Tandur offers to spar, he admits he's not a real pirate.
    They decline because if the princess relocates the local parties will cease. We suggest party boats, pirate party boats. Success.
    No clues about the stolen gifts.

3.
Lord Aster & Lady Artemiz.
Very concerned with linage, fashion, gossip & status.
They object because the princess' parents will be lonely.
We persuade mentioning the pirate boats. Success.
We had no ideas how to get more info, as they deigned to pay us much attention.
They did mention something about forgery in Waterdeep.

4.
Name + name
in love, feed each other food.
One is alchemist, the other herbalist.
Objection: no love spoons. Jarik makes some.
Invitation: success.
We detect the herbalist doesn't know very much and was reluctant to be fed food.

We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband.

The queen summons all the guests. They offer to help. We need to investigate the town.

New handout, a whole page.
For future reference, I cannot read (and internalize) rules while the game is going on. I need to actively separate from the game and read the new rules.

4 tasks
Help druids
Listen to rumors in bars
Craft stuff
& ?

We work on them as best we can. Earning points to be converted immediately or later into spells or objects.

What we learn
There are new rogues here, from Waterdeep, from the Shadow Thieves.
Satch, the hag, is probably involved, possibly as the fence.
The Shadow Thieves have the job to steal the goods. The locals feel overlooked.
The hag has an encampment
The Shadow Thieves have an encampment near Wintergreen.
Satch is looking for something of high quality, expensive.
Gnome alchemist, in-town for trading, seems to know more than he can reveal. Has mixed memories, missing memories.
Dispel Magic. Partial success.
He reveals the description of the stone cottage. A spider on the ceiling attempts to get away. Kwyjibo kills it.
TC: In hindsight, that probably prevented them from being prepared.

Long Rest
We stop by druids in the morning. Earn more points. Eat food for +20 Max HP.
Vigilant blessing
Healing potions. Never used, so returned.
Teleport to encampment.

Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss.

The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee.

We return with the remaining loot.
Partial success.

Loot
Thank you for completing the adventure with me today, I hope you had a good time and enjoyed it.

For completing the adventure your character is entitled to the following:

Gain one level
3,000gp split equally amongst the party (1,000 gp each) - now on character sheet

You find the following magical items during the adventure, each player gets each item

Hag’s Pincushion (a bracer of flying daggers)
Hawthorne’s Horn (a horn of silent alarm)
Potion of Greater Healing
Spellwrought Tattoo of Thunder Step
Spell Scroll of Dispel Magic

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2025-07-12 05:41 Trade Log Show Trade Log

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

2025-06-08 21:11 Purchase Log Show Purchase

Sold regular rapier; replaced with Pointy End (magic, but common)

2025-06-08 11:00 FR-DC-THAY-02 How to Seduce a Thayan in Tendays 61 10 Show

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
Georg (m) human Ra-8/Ro-1 [75] Init+7 (SnorriHT)
Kenkar (m) Cl-10 (DawnOfShadows)
Pimbly (m) halfling Ro-8/Ra-2 75
Tandur (m) human Fi-4/Cl-6 108

/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.

2025-06-07 16:00 DDEP 06-02 - Return to White Plume Mountain (T2) 41 10 Show

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
Oosh-jin (m) human Fi-1/Bd-9 75
Dresden (m) gnome Fi-10 84
Mylo (m) halfling So-10 66
Tandur (m) human Fi-4/Cl-10 108

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)

2025-06-06 22:40 Purchase Log Show Purchase

Regular healing potion x2
Bring back familiar
Rations
Torches
Rope

2025-06-06 11:00 DDHC-TYP-04 - White Plume Mountain 1 10 Show

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.

2025-05-16 16:00 PO-BMG-MOON-POB-08 - Of Wonder and Weddings 6 10 Show

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

2025-05-15 18:51 Purchase Log Show Purchase

Never managed to run this character again, but the VDDW starts tomorrow. So I am clearing the curse obtained in the last CCGHouse session.

2025-04-27 13:07 Purchase Log Show Purchase

Buy shield & inscribe holy symbol

2025-04-27 13:02 Purchase Log Show Purchase

Rebuild
No longer start with Shield +1
Instead start with +1 Amulet of the Devout

2025-04-27 12:30 Trade Log -5 Show Trade Log

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

2025-04-16 18:00 Phandelver & Below: Shattered Obelisk Ch. 7 10 Show

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.

2025-04-15 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

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.

2025-04-10 13:50 Purchase Log Show Purchase

Spent 10 g for Find Familar components - now on character sheet

2025-04-10 13:44 Trade Log Bead of Force (x5) > Show Trade Log

Bead of Force x5 - from Vault to character sheet
- now on character sheet

2025-04-10 13:43 Trade Log Bead of Force > Show Trade Log

Bead of Force - from Vault to character sheet

2025-04-10 13:42 Trade Log Bracers of Defense (Rare) (a) > Show Trade Log

Bracers of Defense - from Vault to character sheet
- now on character sheet

2025-04-09 18:00 BMG-DRW-OD-01 Something in the Way 10 Show

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)

2025-04-08 18:00 BMG-MOON-MO-05 Fleeing Snowdown 10 Show

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

2025-04-06 11:00 PO-BMG-MOON-POB-07 - Of Romance and Dalliances 66 10 Show

Session Notes 2025-04-06

PO-BMG-MOON-POB-07 - Of Romance and Dalliances
Tier 2

DM: Paul Maloney

Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride)
https://www.dndbeyond.com/characters/136204377

Kwyjibo, human Bb-8/Ro-2 Berserker (Mark)
https://www.dndbeyond.com/characters/144261311

Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic"
https://www.dndbeyond.com/characters/137991528/nYjFJX

Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas)

Players:
Stephen Moseley
Trey McBride

Description:
"Are you ready to perform a heist of your own in this adventure where every decision matters?"

I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure.
- Tandur (Cleric)

Cantrips
Message
Guidance
Prestidigitation
Mage Hand

Lv1
Bless
Detect Magic [R]

Lv2
Zone of Truth
Silence [R]
Locate Object
Find Traps
See Invisibility

Lv3
Dispel Magic
Clairvoyance

We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep.

Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right.

Queen missed it Kendrick
King Dav...
Princess Taralina

Invitations are done using the Seals of Approval ceremony.

Process
1. Deliver food
2. Deliver invitation
3. Guest responds negatively
4. Act surprised
5. Attempt to convince guest
6. Guest relents, accepts and offers a gift, which used to be an official seal, but now is an object to fit into a piece of jewelry, necklace or bracelet.

A man rushes in. They confer.
Oh, we must ask you for an additional task. All the wedding gifts have been stolen. As you deliver the invitations, see if you can gather information about the stolen gifts.

We are tasked with 4 invitations.

  1. Feyren, a satyr
    He complains about the noise.
    Jarik offers to make stylish earmuffs.
    And we have to steal a bottle of wine. We succeed. He accepts.
    He gives gift of wooden object.
    He seems to have been only around the study or his quarters.
    We further discuss his knowledge of the property. He is concerned with growing crops in the harsh soil.

  2. Captain Kree & ?
    One is playful and acts like a pirate. When Tandur offers to spar, he admits he's not a real pirate.
    They decline because if the princess relocates the local parties will cease. We suggest party boats, pirate party boats. Success.
    No clues about the stolen gifts.

3.
Lord Aster & Lady Artemiz.
Very concerned with linage, fashion, gossip & status.
They object because the princess' parents will be lonely.
We persuade mentioning the pirate boats. Success.
We had no ideas how to get more info, as they deigned to pay us much attention.
They did mention something about forgery in Waterdeep.

4.
Name + name
in love, feed each other food.
One is alchemist, the other herbalist.
Objection: no love spoons. Jarik makes some.
Invitation: success.
We detect the herbalist doesn't know very much and was reluctant to be fed food.

We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband.

The queen summons all the guests. They offer to help. We need to investigate the town.

New handout, a whole page.
For future reference, I cannot read (and internalize) rules while the game is going on. I need to actively separate from the game and read the new rules.

4 tasks
Help druids
Listen to rumors in bars
Craft stuff
& ?

We work on them as best we can. Earning points to be converted immediately or later into spells or objects.

What we learn
There are new rogues here, from Waterdeep, from the Shadow Thieves.
Satch, the hag, is probably involved, possibly as the fence.
The Shadow Thieves have the job to steal the goods. The locals feel overlooked.
The hag has an encampment
The Shadow Thieves have an encampment near Wintergreen.
Satch is looking for something of high quality, expensive.
Gnome alchemist, in-town for trading, seems to know more than he can reveal. Has mixed memories, missing memories.
Dispel Magic. Partial success.
He reveals the description of the stone cottage. A spider on the ceiling attempts to get away. Kwyjibo kills it.
TC: In hindsight, that probably prevented them from being prepared.

Long Rest
We stop by druids in the morning. Earn more points. Eat food for +20 Max HP.
Vigilant blessing
Healing potions. Never used, so returned.
Teleport to encampment.

Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss.

The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee.

We return with the remaining loot.
Partial success.

Loot
Thank you for completing the adventure with me today, I hope you had a good time and enjoyed it.

For completing the adventure your character is entitled to the following:

Gain one level
3,000gp split equally amongst the party (1,000 gp each) - now on character sheet

You find the following magical items during the adventure, each player gets each item

Hag’s Pincushion (a bracer of flying daggers)
Hawthorne’s Horn (a horn of silent alarm)
Potion of Greater Healing
Spellwrought Tattoo of Thunder Step
Spell Scroll of Dispel Magic