Tandur Character Sheet
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime ▼ | Magic Items | ||
---|---|---|---|---|---|---|---|---|
2025-04-10 13:43 | Trade Log | Bead of Force > | Show Trade Log | |||||
Bead of Force - from Vault to character sheet |
||||||||
2025-04-10 13:44 | Trade Log | Bead of Force (x5) > | Show Trade Log | |||||
Bead of Force x5 - from Vault to character sheet |
||||||||
2025-04-10 13:50 | Purchase Log | Show Purchase | ||||||
Spent 10 g for Find Familar components - now on character sheet |
||||||||
2025-04-27 13:02 | Purchase Log | Show Purchase | ||||||
Rebuild |
||||||||
2025-04-27 13:07 | Purchase Log | Show Purchase | ||||||
Buy shield & inscribe holy symbol |
||||||||
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. |
||||||||
2025-06-06 22:40 | Purchase Log | Show Purchase | ||||||
Regular healing potion x2 |
||||||||
2025-06-08 21:11 | Purchase Log | Show Purchase | ||||||
Sold regular rapier; replaced with Pointy End (magic, but common) |
||||||||
2025-07-12 05:41 | Trade Log | Show Trade Log | ||||||
Request type: TRADE |
||||||||
2025-07-12 05:42 | Purchase Log | Show Purchase | ||||||
Request type: PURCHASE |
||||||||
2025-08-11 09:32 | Purchase Log | Show Purchase | ||||||
3x healing potions @ 25 gp |
||||||||
2025-01-29 17:50 | Purchase Log | 40 | Show Purchase | |||||
Edit: Character creation, level 5, in a hurry. Will rebuild later. |
||||||||
2025-06-06 11:00 | DDHC-TYP-04 - White Plume Mountain | 1 | 10 | Show | ||||
2025-06-06 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Tandur (m), human Fi-4/Cl-3 [108] me, Thomas Tamarook (m), human Bd-7/Wa-3 [73] Mike Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] Our mission is to obtain 3 weapons Poem North past forest, farm and furrow To rescue Wave, you must do battle Blackrazor yet remains to be won I care not, former owners brave Staircase Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Combat 3 DM rules - 1 hour break Resume 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 Combat 4 Loot Combat 5 Loot: Which doesn't belong: 5, 7, 9, 11, 13 Flew across the pit of hanging discs. Combat 6 Loot: Room of glass spheres Necklace 12,000 gold Combat 8 I used my 4th level Dispel Magic. And it worked. More treasure. Rewards: Part 1 Part 2 & Conclusion 1 Characters may choose to gain a level. 2 Choice of the following: Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Always thanks to John Steele for his spell effects template! Wave 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 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 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. |
||||||||
2025-02-05 18:00 | Lost Mines of Phandelver / Shattered Obelisk Ch 6 | 1 | 10 | Bead of Force (x5) | Show | |||
Session Notes 2025-02-05 DM: Scott Combat Golem x2 & ghost Level up |
||||||||
2025-01-29 18:00 | Lost Mines of Phandelver (continued) | 10 | Show | |||||
Session Notes 2025-01-29 Lost Mines of Phandelver Game Code - Game Name - Location - DM - Party - Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur. (Forgot to repay) Combat Combat Round room 800 / 7 = 114 (I rounded down to 113). |
||||||||
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 DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: 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. Cantrips Lv1 Lv2 Lv3 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 Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. 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. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest 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. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
||||||||
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 - Game Name - Location - Index - Slot - DM - Party - Isolde (f) Kwyjibo (m) Lissomrose Dottier Merribud (f) Tandur (m) Administration ------ !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 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) 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, Does the promise of blossoms unite sun and rain, Is it the murmur of leaves in the sun’s warm embrace, In the promise of blossoms, a question takes flight: Tarilyn is up. She is moving towards the sound. We accompany. Spirt it of ancient queen, High Queen Allison. Lady Siofra 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 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. 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. Soldiers attempt to ascend stairs. Really, really unclear the physical setting. Disadv. on DEX Saves (then Checks) from now on. Init. Large gear to small gear. At transition, make Athletics or Acrobatics. Sequence: gear - transition - gear Temp HP At the top fight: 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. We fight. Dragon almost dead. Another hit. 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 POTION OF ADVANTAGE POTION OF GROWTH POTION OF PUGILISM CLOAK OF MANY FASHIONS 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. NETHERESE RING OF PROTECTION You gain a +1 bonus to AC and saving throws while wearing this ring. STORY WEAVER (Story Award) |
||||||||
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 - Game Name - Location - DM - Party - Illithinar Laboratory: 6 goblins looting. Traveled through portal C2 Init traded 13. It requires an action to command my owl. C3 Init 11 Loot: Tiara, Mind Crystal. Stairs down; back to where we started. Return. Something about coconuts. Seems to have been an adventure I missed. C4 Init 21 Loot |
||||||||
2025-08-22 18:00 | DDHC-KGV-09 Shard of the Accursed | 10 | Show | |||||
Session Notes 2025-08-22 DDHC-KGV-09 Shard of the Accursed Game Code - Game Name - Location - Table - DM - Party - Lex (f) human Ro-9 (Carsin) We meet with a potential employer at a dusty warehouse owned by the We are brought into a private office to meet with Jamishka. He wants to offer us a contract. He gives us the history of a town called Oztocan. Recently, the town started mining a new mineral. It's where he's from. He cares about it. But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it. This requires 2 things - Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town. He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name. He knows about a new shadow organization: Onyx Scar. More history. Leandro - Relago - I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB. Leandro Sedhar Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks. Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history. Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it. In the course of a conversation, Leandro shares the following information with the characters: Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.” Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.” Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.” Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.” Our rogue pulls a playing card off his fancy hat. The object is imbued with magic. Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too. The nature of the magic imbued in the object is wild, wild & ancient. Our contract. We will gain full set of eleven chain in return for completion. He offers us the use of his magical carriage. It is powered by magic but does have a driver. We depart. It's about a day's travel. It's nighttime. Arrived: Oztocan. Vigilant Blessing: Lex [ ] spent 12 gold buying information from city guard. Distracted/sleepy. The rest of the players discovered... Distracted/ We agreed to become actors in Leandro's play. I was assigned baboon. We assemble below the theater. Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard. Tavio was aware (of something unethical) and was covering for Aminta. There are 4 suggested ways in: We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises. DM: make Deception (how good is your costume) or Perception (how well you can find good costume items). Good roll: Percep 22 We travel to main entrance. We are escorted. Statue room. Statue is missing the heart. Scaffolding. Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk. Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate. Enter crypt. Amina instructed city guard to become/join Onyx Scar. The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat. Combat 1 Init 7 Rewards Full suit Elven Chain Octocanite crystal x2 each A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. |
||||||||
2025-08-08 18:00 | DDHC-DD-7 Dragon Delves: Before the Storm (part 2) | 10 | Show | |||||
Session Notes 2025-08-08 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) Game Code - Game Name - Location - Table - DM - Party - We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby. We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town. From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest. We choose a path. We hear pirates singing. We prepare for combat. We enter the cave. Combat 1 Great DM narration. We manage to leave 1 foe alive. We learned some information. The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee. We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors. We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it. We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone). After a short rest we move back in. We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little. Nonetheless Combat 2; and almost all of us get hit with a breath attack. Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart. Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him. We managed to get away, all of use alive (except for Dr. Hoo). We return to the town. We are showered in gifts. The dragon, having lost his followers, decides to depart. End of session. Rewards - Mariner's Armor Ring of Evasion Oil of Sharpness 2x Potion of Heroism Potion of Healing (Greater) 1160 gold (each, 5800/5=1,160) Bead of Force - Lent - Used Potion of healing - Lent - Used Potion of healing - Lent - Used Potion of Healing (Greater) - used on ally. Lost familiar twice |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime ▼ | Renown | |
---|---|---|---|---|---|---|---|---|
2025-04-10 13:43 | Trade Log | Show Trade Log | ||||||
Bead of Force - from Vault to character sheet |
||||||||
2025-04-10 13:44 | Trade Log | Show Trade Log | ||||||
Bead of Force x5 - from Vault to character sheet |
||||||||
2025-04-10 13:50 | Purchase Log | Show Purchase | ||||||
Spent 10 g for Find Familar components - now on character sheet |
||||||||
2025-04-27 13:02 | Purchase Log | Show Purchase | ||||||
Rebuild |
||||||||
2025-04-27 13:07 | Purchase Log | Show Purchase | ||||||
Buy shield & inscribe holy symbol |
||||||||
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. |
||||||||
2025-06-06 22:40 | Purchase Log | Show Purchase | ||||||
Regular healing potion x2 |
||||||||
2025-06-08 21:11 | Purchase Log | Show Purchase | ||||||
Sold regular rapier; replaced with Pointy End (magic, but common) |
||||||||
2025-07-12 05:41 | Trade Log | Show Trade Log | ||||||
Request type: TRADE |
||||||||
2025-07-12 05:42 | Purchase Log | Show Purchase | ||||||
Request type: PURCHASE |
||||||||
2025-08-11 09:32 | Purchase Log | Show Purchase | ||||||
3x healing potions @ 25 gp |
||||||||
2025-01-29 17:50 | Purchase Log | 40 | Show Purchase | |||||
Edit: Character creation, level 5, in a hurry. Will rebuild later. |
||||||||
2025-06-06 11:00 | DDHC-TYP-04 - White Plume Mountain | 1 | 10 | Show | ||||
2025-06-06 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Tandur (m), human Fi-4/Cl-3 [108] me, Thomas Tamarook (m), human Bd-7/Wa-3 [73] Mike Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] Our mission is to obtain 3 weapons Poem North past forest, farm and furrow To rescue Wave, you must do battle Blackrazor yet remains to be won I care not, former owners brave Staircase Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Combat 3 DM rules - 1 hour break Resume 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 Combat 4 Loot Combat 5 Loot: Which doesn't belong: 5, 7, 9, 11, 13 Flew across the pit of hanging discs. Combat 6 Loot: Room of glass spheres Necklace 12,000 gold Combat 8 I used my 4th level Dispel Magic. And it worked. More treasure. Rewards: Part 1 Part 2 & Conclusion 1 Characters may choose to gain a level. 2 Choice of the following: Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Always thanks to John Steele for his spell effects template! Wave 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 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 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. |
||||||||
2025-02-05 18:00 | Lost Mines of Phandelver / Shattered Obelisk Ch 6 | 10 | Show | |||||
Session Notes 2025-02-05 DM: Scott Combat Golem x2 & ghost Level up |
||||||||
2025-01-29 18:00 | Lost Mines of Phandelver (continued) | 10 | Show | |||||
Session Notes 2025-01-29 Lost Mines of Phandelver Game Code - Game Name - Location - DM - Party - Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur. (Forgot to repay) Combat Combat Round room 800 / 7 = 114 (I rounded down to 113). |
||||||||
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 DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: 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. Cantrips Lv1 Lv2 Lv3 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 Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. 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. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest 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. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
||||||||
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 - Game Name - Location - Index - Slot - DM - Party - Isolde (f) Kwyjibo (m) Lissomrose Dottier Merribud (f) Tandur (m) Administration ------ !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 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) 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, Does the promise of blossoms unite sun and rain, Is it the murmur of leaves in the sun’s warm embrace, In the promise of blossoms, a question takes flight: Tarilyn is up. She is moving towards the sound. We accompany. Spirt it of ancient queen, High Queen Allison. Lady Siofra 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 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. 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. Soldiers attempt to ascend stairs. Really, really unclear the physical setting. Disadv. on DEX Saves (then Checks) from now on. Init. Large gear to small gear. At transition, make Athletics or Acrobatics. Sequence: gear - transition - gear Temp HP At the top fight: 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. We fight. Dragon almost dead. Another hit. 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 POTION OF ADVANTAGE POTION OF GROWTH POTION OF PUGILISM CLOAK OF MANY FASHIONS 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. NETHERESE RING OF PROTECTION You gain a +1 bonus to AC and saving throws while wearing this ring. STORY WEAVER (Story Award) |
||||||||
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 - Game Name - Location - DM - Party - Illithinar Laboratory: 6 goblins looting. Traveled through portal C2 Init traded 13. It requires an action to command my owl. C3 Init 11 Loot: Tiara, Mind Crystal. Stairs down; back to where we started. Return. Something about coconuts. Seems to have been an adventure I missed. C4 Init 21 Loot |
||||||||
2025-08-22 18:00 | DDHC-KGV-09 Shard of the Accursed | 10 | Show | |||||
Session Notes 2025-08-22 DDHC-KGV-09 Shard of the Accursed Game Code - Game Name - Location - Table - DM - Party - Lex (f) human Ro-9 (Carsin) We meet with a potential employer at a dusty warehouse owned by the We are brought into a private office to meet with Jamishka. He wants to offer us a contract. He gives us the history of a town called Oztocan. Recently, the town started mining a new mineral. It's where he's from. He cares about it. But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it. This requires 2 things - Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town. He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name. He knows about a new shadow organization: Onyx Scar. More history. Leandro - Relago - I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB. Leandro Sedhar Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks. Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history. Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it. In the course of a conversation, Leandro shares the following information with the characters: Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.” Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.” Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.” Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.” Our rogue pulls a playing card off his fancy hat. The object is imbued with magic. Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too. The nature of the magic imbued in the object is wild, wild & ancient. Our contract. We will gain full set of eleven chain in return for completion. He offers us the use of his magical carriage. It is powered by magic but does have a driver. We depart. It's about a day's travel. It's nighttime. Arrived: Oztocan. Vigilant Blessing: Lex [ ] spent 12 gold buying information from city guard. Distracted/sleepy. The rest of the players discovered... Distracted/ We agreed to become actors in Leandro's play. I was assigned baboon. We assemble below the theater. Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard. Tavio was aware (of something unethical) and was covering for Aminta. There are 4 suggested ways in: We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises. DM: make Deception (how good is your costume) or Perception (how well you can find good costume items). Good roll: Percep 22 We travel to main entrance. We are escorted. Statue room. Statue is missing the heart. Scaffolding. Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk. Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate. Enter crypt. Amina instructed city guard to become/join Onyx Scar. The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat. Combat 1 Init 7 Rewards Full suit Elven Chain Octocanite crystal x2 each A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. |
||||||||
2025-08-08 18:00 | DDHC-DD-7 Dragon Delves: Before the Storm (part 2) | 10 | Show | |||||
Session Notes 2025-08-08 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) Game Code - Game Name - Location - Table - DM - Party - We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby. We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town. From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest. We choose a path. We hear pirates singing. We prepare for combat. We enter the cave. Combat 1 Great DM narration. We manage to leave 1 foe alive. We learned some information. The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee. We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors. We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it. We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone). After a short rest we move back in. We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little. Nonetheless Combat 2; and almost all of us get hit with a breath attack. Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart. Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him. We managed to get away, all of use alive (except for Dr. Hoo). We return to the town. We are showered in gifts. The dragon, having lost his followers, decides to depart. End of session. Rewards - Mariner's Armor Ring of Evasion Oil of Sharpness 2x Potion of Heroism Potion of Healing (Greater) 1160 gold (each, 5800/5=1,160) Bead of Force - Lent - Used Potion of healing - Lent - Used Potion of healing - Lent - Used Potion of Healing (Greater) - used on ally. Lost familiar twice |
Date Played | Adventure Title | Session | XP | GP | Downtime ▼ | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2025-04-10 13:43 | Trade Log | Bead of Force > | Show Trade Log | |||||
Bead of Force - from Vault to character sheet |
||||||||
2025-04-10 13:44 | Trade Log | Bead of Force (x5) > | Show Trade Log | |||||
Bead of Force x5 - from Vault to character sheet |
||||||||
2025-04-10 13:50 | Purchase Log | Show Purchase | ||||||
Spent 10 g for Find Familar components - now on character sheet |
||||||||
2025-04-27 13:02 | Purchase Log | Show Purchase | ||||||
Rebuild |
||||||||
2025-04-27 13:07 | Purchase Log | Show Purchase | ||||||
Buy shield & inscribe holy symbol |
||||||||
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. |
||||||||
2025-06-06 22:40 | Purchase Log | Show Purchase | ||||||
Regular healing potion x2 |
||||||||
2025-06-08 21:11 | Purchase Log | Show Purchase | ||||||
Sold regular rapier; replaced with Pointy End (magic, but common) |
||||||||
2025-07-12 05:41 | Trade Log | Show Trade Log | ||||||
Request type: TRADE |
||||||||
2025-07-12 05:42 | Purchase Log | Show Purchase | ||||||
Request type: PURCHASE |
||||||||
2025-08-11 09:32 | Purchase Log | Show Purchase | ||||||
3x healing potions @ 25 gp |
||||||||
2025-01-29 17:50 | Purchase Log | 40 | Show Purchase | |||||
Edit: Character creation, level 5, in a hurry. Will rebuild later. |
||||||||
2025-06-06 11:00 | DDHC-TYP-04 - White Plume Mountain | 1 | 10 | Show | ||||
2025-06-06 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Tandur (m), human Fi-4/Cl-3 [108] me, Thomas Tamarook (m), human Bd-7/Wa-3 [73] Mike Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] Our mission is to obtain 3 weapons Poem North past forest, farm and furrow To rescue Wave, you must do battle Blackrazor yet remains to be won I care not, former owners brave Staircase Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Combat 3 DM rules - 1 hour break Resume 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 Combat 4 Loot Combat 5 Loot: Which doesn't belong: 5, 7, 9, 11, 13 Flew across the pit of hanging discs. Combat 6 Loot: Room of glass spheres Necklace 12,000 gold Combat 8 I used my 4th level Dispel Magic. And it worked. More treasure. Rewards: Part 1 Part 2 & Conclusion 1 Characters may choose to gain a level. 2 Choice of the following: Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Always thanks to John Steele for his spell effects template! Wave 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 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 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. |
||||||||
2025-02-05 18:00 | Lost Mines of Phandelver / Shattered Obelisk Ch 6 | 10 | Bead of Force (x5) | Show | ||||
Session Notes 2025-02-05 DM: Scott Combat Golem x2 & ghost Level up |
||||||||
2025-01-29 18:00 | Lost Mines of Phandelver (continued) | 10 | Show | |||||
Session Notes 2025-01-29 Lost Mines of Phandelver Game Code - Game Name - Location - DM - Party - Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur. (Forgot to repay) Combat Combat Round room 800 / 7 = 114 (I rounded down to 113). |
||||||||
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 DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: 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. Cantrips Lv1 Lv2 Lv3 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 Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. 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. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest 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. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
||||||||
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 - Game Name - Location - Index - Slot - DM - Party - Isolde (f) Kwyjibo (m) Lissomrose Dottier Merribud (f) Tandur (m) Administration ------ !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 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) 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, Does the promise of blossoms unite sun and rain, Is it the murmur of leaves in the sun’s warm embrace, In the promise of blossoms, a question takes flight: Tarilyn is up. She is moving towards the sound. We accompany. Spirt it of ancient queen, High Queen Allison. Lady Siofra 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 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. 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. Soldiers attempt to ascend stairs. Really, really unclear the physical setting. Disadv. on DEX Saves (then Checks) from now on. Init. Large gear to small gear. At transition, make Athletics or Acrobatics. Sequence: gear - transition - gear Temp HP At the top fight: 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. We fight. Dragon almost dead. Another hit. 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 POTION OF ADVANTAGE POTION OF GROWTH POTION OF PUGILISM CLOAK OF MANY FASHIONS 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. NETHERESE RING OF PROTECTION You gain a +1 bonus to AC and saving throws while wearing this ring. STORY WEAVER (Story Award) |
||||||||
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 - Game Name - Location - DM - Party - Illithinar Laboratory: 6 goblins looting. Traveled through portal C2 Init traded 13. It requires an action to command my owl. C3 Init 11 Loot: Tiara, Mind Crystal. Stairs down; back to where we started. Return. Something about coconuts. Seems to have been an adventure I missed. C4 Init 21 Loot |
||||||||
2025-08-22 18:00 | DDHC-KGV-09 Shard of the Accursed | 10 | Show | |||||
Session Notes 2025-08-22 DDHC-KGV-09 Shard of the Accursed Game Code - Game Name - Location - Table - DM - Party - Lex (f) human Ro-9 (Carsin) We meet with a potential employer at a dusty warehouse owned by the We are brought into a private office to meet with Jamishka. He wants to offer us a contract. He gives us the history of a town called Oztocan. Recently, the town started mining a new mineral. It's where he's from. He cares about it. But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it. This requires 2 things - Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town. He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name. He knows about a new shadow organization: Onyx Scar. More history. Leandro - Relago - I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB. Leandro Sedhar Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks. Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history. Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it. In the course of a conversation, Leandro shares the following information with the characters: Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.” Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.” Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.” Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.” Our rogue pulls a playing card off his fancy hat. The object is imbued with magic. Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too. The nature of the magic imbued in the object is wild, wild & ancient. Our contract. We will gain full set of eleven chain in return for completion. He offers us the use of his magical carriage. It is powered by magic but does have a driver. We depart. It's about a day's travel. It's nighttime. Arrived: Oztocan. Vigilant Blessing: Lex [ ] spent 12 gold buying information from city guard. Distracted/sleepy. The rest of the players discovered... Distracted/ We agreed to become actors in Leandro's play. I was assigned baboon. We assemble below the theater. Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard. Tavio was aware (of something unethical) and was covering for Aminta. There are 4 suggested ways in: We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises. DM: make Deception (how good is your costume) or Perception (how well you can find good costume items). Good roll: Percep 22 We travel to main entrance. We are escorted. Statue room. Statue is missing the heart. Scaffolding. Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk. Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate. Enter crypt. Amina instructed city guard to become/join Onyx Scar. The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat. Combat 1 Init 7 Rewards Full suit Elven Chain Octocanite crystal x2 each A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. |
||||||||
2025-08-08 18:00 | DDHC-DD-7 Dragon Delves: Before the Storm (part 2) | 10 | Show | |||||
Session Notes 2025-08-08 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) Game Code - Game Name - Location - Table - DM - Party - We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby. We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town. From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest. We choose a path. We hear pirates singing. We prepare for combat. We enter the cave. Combat 1 Great DM narration. We manage to leave 1 foe alive. We learned some information. The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee. We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors. We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it. We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone). After a short rest we move back in. We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little. Nonetheless Combat 2; and almost all of us get hit with a breath attack. Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart. Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him. We managed to get away, all of use alive (except for Dr. Hoo). We return to the town. We are showered in gifts. The dragon, having lost his followers, decides to depart. End of session. Rewards - Mariner's Armor Ring of Evasion Oil of Sharpness 2x Potion of Heroism Potion of Healing (Greater) 1160 gold (each, 5800/5=1,160) Bead of Force - Lent - Used Potion of healing - Lent - Used Potion of healing - Lent - Used Potion of Healing (Greater) - used on ally. Lost familiar twice |