Season:
Forgotten Realms: DD-AL, CCC, PO-BK, SJ-DC, BMG-DRW
Race:
Human
Class:
Cleric-9 (Twi) / Fighter-1
Background:
Lifestyle:
Modest
Current Level:
2
ACP to Level:
4.0
Total GP:
0
Total Downtime:
240
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
2025-04-10 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
- now on 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
No longer start with Shield +1
Instead start with +1 Amulet of the Devout

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
Bring back familiar
Rations
Torches
Rope

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
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

2025-07-12 05:42 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Superior Healing potion
BMG Trading Post
Requested: 05:31
Approved: 05:42
Reflected on character sheet
Cost: 2000 gp

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:
Complete rebuild: 2025-02-06, 17:56
+40 downtime
+ magic item
+ 500 gold
+ Std equipment (mostly chose gold)


Character creation, level 5, in a hurry. Will rebuild later.
Human: feats: war caster & healer
Std equipment
+1 shield
sold shield (10gp) for 5gp.

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.

2025-02-05 18:00 Lost Mines of Phandelver / Shattered Obelisk Ch 6 1 10 Bead of Force (x5) Show

Session Notes 2025-02-05
Lost Mines of Phandelver / Shattered Obelisk Ch 6

DM: Scott
Skarg (Isaiah)
Blink (Tony)
Torko (Brandon)
Tandur (me)
Bane (Veronica)
Kookey (Jameson)
Rhyndera (Andrew)

Combat Golem x2 & ghost
r1
Sacred Flame saved
r2
Sacred Flame saved
...
Coffin corpses M:10 H:18
r1
cure wounds slot2
r2 Toll Dead saved
1400 gp / 7 =
200
& 8 beads of force

Level up

2025-01-29 18:00 Lost Mines of Phandelver (continued) 10 Show

Session Notes 2025-01-29

Lost Mines of Phandelver

Game Code -
N/A

Game Name -
Lost Mines of Phandelver (continued)

Location -
CCG House

DM -
Scott

Party -
Rhyndera, human pa-5/so-3 (Andrew)
Amu ro-55/bb-4(Isaiah)
Kookey, kobold pa-6/so-3 (Jameson)
Torko, bh-10 (Brandon)
Tandur, human cl-5 (me)
Big Paw, bugbear bb-6 (Brian)
Bane, tiefling mo-10 (Veronica)

Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur.

(Forgot to repay)

Combat
round 1 - beacon of hope
Round 2 - foe reaction
Lair action
Mummy & shield guardian
shield guardian amulet P17

Combat
Round 1 - bacon of home
Round 2 -

Round room
Combat Ghosts
Round 0 - Turn / Sear Undead 1, 3, 5 failed = Incap & Fright
Round 1

800 / 7 = 114 (I rounded down to 113).

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

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

2025-04-16 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.

2025-08-22 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 -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

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 -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

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
- now on 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
No longer start with Shield +1
Instead start with +1 Amulet of the Devout

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
Bring back familiar
Rations
Torches
Rope

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
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

2025-07-12 05:42 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Superior Healing potion
BMG Trading Post
Requested: 05:31
Approved: 05:42
Reflected on character sheet
Cost: 2000 gp

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:
Complete rebuild: 2025-02-06, 17:56
+40 downtime
+ magic item
+ 500 gold
+ Std equipment (mostly chose gold)


Character creation, level 5, in a hurry. Will rebuild later.
Human: feats: war caster & healer
Std equipment
+1 shield
sold shield (10gp) for 5gp.

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.

2025-02-05 18:00 Lost Mines of Phandelver / Shattered Obelisk Ch 6 10 Show

Session Notes 2025-02-05
Lost Mines of Phandelver / Shattered Obelisk Ch 6

DM: Scott
Skarg (Isaiah)
Blink (Tony)
Torko (Brandon)
Tandur (me)
Bane (Veronica)
Kookey (Jameson)
Rhyndera (Andrew)

Combat Golem x2 & ghost
r1
Sacred Flame saved
r2
Sacred Flame saved
...
Coffin corpses M:10 H:18
r1
cure wounds slot2
r2 Toll Dead saved
1400 gp / 7 =
200
& 8 beads of force

Level up

2025-01-29 18:00 Lost Mines of Phandelver (continued) 10 Show

Session Notes 2025-01-29

Lost Mines of Phandelver

Game Code -
N/A

Game Name -
Lost Mines of Phandelver (continued)

Location -
CCG House

DM -
Scott

Party -
Rhyndera, human pa-5/so-3 (Andrew)
Amu ro-55/bb-4(Isaiah)
Kookey, kobold pa-6/so-3 (Jameson)
Torko, bh-10 (Brandon)
Tandur, human cl-5 (me)
Big Paw, bugbear bb-6 (Brian)
Bane, tiefling mo-10 (Veronica)

Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur.

(Forgot to repay)

Combat
round 1 - beacon of hope
Round 2 - foe reaction
Lair action
Mummy & shield guardian
shield guardian amulet P17

Combat
Round 1 - bacon of home
Round 2 -

Round room
Combat Ghosts
Round 0 - Turn / Sear Undead 1, 3, 5 failed = Incap & Fright
Round 1

800 / 7 = 114 (I rounded down to 113).

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

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

2025-04-16 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.

2025-08-22 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 -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

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 -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

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
- now on 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
No longer start with Shield +1
Instead start with +1 Amulet of the Devout

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
Bring back familiar
Rations
Torches
Rope

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
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

2025-07-12 05:42 Purchase Log Show Purchase

Request type: PURCHASE
Character name: Tandur
Magic item to be purchased: Superior Healing potion
BMG Trading Post
Requested: 05:31
Approved: 05:42
Reflected on character sheet
Cost: 2000 gp

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:
Complete rebuild: 2025-02-06, 17:56
+40 downtime
+ magic item
+ 500 gold
+ Std equipment (mostly chose gold)


Character creation, level 5, in a hurry. Will rebuild later.
Human: feats: war caster & healer
Std equipment
+1 shield
sold shield (10gp) for 5gp.

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.

2025-02-05 18:00 Lost Mines of Phandelver / Shattered Obelisk Ch 6 10 Bead of Force (x5) Show

Session Notes 2025-02-05
Lost Mines of Phandelver / Shattered Obelisk Ch 6

DM: Scott
Skarg (Isaiah)
Blink (Tony)
Torko (Brandon)
Tandur (me)
Bane (Veronica)
Kookey (Jameson)
Rhyndera (Andrew)

Combat Golem x2 & ghost
r1
Sacred Flame saved
r2
Sacred Flame saved
...
Coffin corpses M:10 H:18
r1
cure wounds slot2
r2 Toll Dead saved
1400 gp / 7 =
200
& 8 beads of force

Level up

2025-01-29 18:00 Lost Mines of Phandelver (continued) 10 Show

Session Notes 2025-01-29

Lost Mines of Phandelver

Game Code -
N/A

Game Name -
Lost Mines of Phandelver (continued)

Location -
CCG House

DM -
Scott

Party -
Rhyndera, human pa-5/so-3 (Andrew)
Amu ro-55/bb-4(Isaiah)
Kookey, kobold pa-6/so-3 (Jameson)
Torko, bh-10 (Brandon)
Tandur, human cl-5 (me)
Big Paw, bugbear bb-6 (Brian)
Bane, tiefling mo-10 (Veronica)

Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur.

(Forgot to repay)

Combat
round 1 - beacon of hope
Round 2 - foe reaction
Lair action
Mummy & shield guardian
shield guardian amulet P17

Combat
Round 1 - bacon of home
Round 2 -

Round room
Combat Ghosts
Round 0 - Turn / Sear Undead 1, 3, 5 failed = Incap & Fright
Round 1

800 / 7 = 114 (I rounded down to 113).

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

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

2025-04-16 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.

2025-08-22 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 -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

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 -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.