Tandur Character Sheet
Log Entries
Date Played | Adventure Title | Session | Levels | GP ▼ | Downtime | Magic Items | ||
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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-04-03 18:05 | Purchase Log | Show Purchase | ||||||
From Vault to Character Sheet |
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2025-04-03 18:06 | Trade Log | Potion of Healing (consumable) (common) > | Show Trade Log | |||||
2025-04-03 18:06 | Trade Log | Potion of Healing (consumable) (common) > | Show Trade Log | |||||
2025-04-03 18:07 | Trade Log | Potion of Acid Resistance (consumable) (uncommon) > | Show Trade Log | |||||
2025-04-03 18:08 | Trade Log | Lantern of Revealing > | Show Trade Log | |||||
2025-04-03 18:16 | Purchase Log | Show Purchase | ||||||
Buy Pot Healing x2 on char sheet |
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2025-04-03 18:18 | Purchase Log | Show Purchase | ||||||
AL Limits of Magic Carried Permanent Magic Inventory CONSUMABLES Inventory |
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2025-04-03 18:52 | Purchase Log | Show Purchase | ||||||
Inventory & components purchase |
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2025-04-04 20:50 | Purchase Log | Show Purchase | ||||||
More incense & diamonds (components) reflected on character sheet |
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2025-04-06 09:05 | Purchase Log | Show Purchase | ||||||
Sold (for 25) Scale Mail |
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2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
Session Notes 2025-04-06 PO-BMG-MOON-POB-07 - Of Romance and Dalliances DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure. Cantrips Lv1 Lv2 Lv3 We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep. Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right. Queen missed it Kendrick Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband. The queen summons all the guests. They offer to help. We need to investigate the town. New handout, a whole page. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss. The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee. We return with the remaining loot. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-04-10 13:42 | Trade Log | Bracers of Defense (Rare) (a) > | Show Trade Log | |||||
Bracers of Defense - from Vault to character sheet |
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2025-04-10 13:43 | Trade Log | Bead of Force > | Show Trade Log | |||||
Bead of Force - from Vault to character sheet |
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2025-04-10 13:44 | Trade Log | Bead of Force (x5) > | Show Trade Log | |||||
Bead of Force x5 - from Vault to character sheet |
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2025-04-10 13:50 | Purchase Log | Show Purchase | ||||||
Spent 10 g for Find Familar components - now on character sheet |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-04-03 18:05 | Purchase Log | Show Purchase | ||||||
From Vault to Character Sheet |
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2025-04-03 18:06 | Trade Log | Show Trade Log | ||||||
2025-04-03 18:06 | Trade Log | Show Trade Log | ||||||
2025-04-03 18:07 | Trade Log | Show Trade Log | ||||||
2025-04-03 18:08 | Trade Log | Show Trade Log | ||||||
2025-04-03 18:16 | Purchase Log | Show Purchase | ||||||
Buy Pot Healing x2 on char sheet |
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2025-04-03 18:18 | Purchase Log | Show Purchase | ||||||
AL Limits of Magic Carried Permanent Magic Inventory CONSUMABLES Inventory |
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2025-04-03 18:52 | Purchase Log | Show Purchase | ||||||
Inventory & components purchase |
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2025-04-04 20:50 | Purchase Log | Show Purchase | ||||||
More incense & diamonds (components) reflected on character sheet |
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2025-04-06 09:05 | Purchase Log | Show Purchase | ||||||
Sold (for 25) Scale Mail |
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2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
Session Notes 2025-04-06 PO-BMG-MOON-POB-07 - Of Romance and Dalliances DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure. Cantrips Lv1 Lv2 Lv3 We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep. Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right. Queen missed it Kendrick Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband. The queen summons all the guests. They offer to help. We need to investigate the town. New handout, a whole page. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss. The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee. We return with the remaining loot. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-04-10 13:42 | Trade Log | Show Trade Log | ||||||
Bracers of Defense - from Vault to character sheet |
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2025-04-10 13:43 | Trade Log | Show Trade Log | ||||||
Bead of Force - from Vault to character sheet |
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2025-04-10 13:44 | Trade Log | Show Trade Log | ||||||
Bead of Force x5 - from Vault to character sheet |
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2025-04-10 13:50 | Purchase Log | Show Purchase | ||||||
Spent 10 g for Find Familar components - now on character sheet |
Date Played | Adventure Title | Session | XP | GP ▼ | Downtime | Renown | Magic Items | |
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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-04-03 18:05 | Purchase Log | Show Purchase | ||||||
From Vault to Character Sheet |
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2025-04-03 18:06 | Trade Log | Potion of Healing (consumable) (common) > | Show Trade Log | |||||
2025-04-03 18:06 | Trade Log | Potion of Healing (consumable) (common) > | Show Trade Log | |||||
2025-04-03 18:07 | Trade Log | Potion of Acid Resistance (consumable) (uncommon) > | Show Trade Log | |||||
2025-04-03 18:08 | Trade Log | Lantern of Revealing > | Show Trade Log | |||||
2025-04-03 18:16 | Purchase Log | Show Purchase | ||||||
Buy Pot Healing x2 on char sheet |
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2025-04-03 18:18 | Purchase Log | Show Purchase | ||||||
AL Limits of Magic Carried Permanent Magic Inventory CONSUMABLES Inventory |
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2025-04-03 18:52 | Purchase Log | Show Purchase | ||||||
Inventory & components purchase |
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2025-04-04 20:50 | Purchase Log | Show Purchase | ||||||
More incense & diamonds (components) reflected on character sheet |
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2025-04-06 09:05 | Purchase Log | Show Purchase | ||||||
Sold (for 25) Scale Mail |
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2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
Session Notes 2025-04-06 PO-BMG-MOON-POB-07 - Of Romance and Dalliances DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure. Cantrips Lv1 Lv2 Lv3 We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep. Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right. Queen missed it Kendrick Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband. The queen summons all the guests. They offer to help. We need to investigate the town. New handout, a whole page. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss. The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee. We return with the remaining loot. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-04-10 13:42 | Trade Log | Bracers of Defense (Rare) (a) > | Show Trade Log | |||||
Bracers of Defense - from Vault to character sheet |
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2025-04-10 13:43 | Trade Log | Bead of Force > | Show Trade Log | |||||
Bead of Force - from Vault to character sheet |
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2025-04-10 13:44 | Trade Log | Bead of Force (x5) > | Show Trade Log | |||||
Bead of Force x5 - from Vault to character sheet |
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2025-04-10 13:50 | Purchase Log | Show Purchase | ||||||
Spent 10 g for Find Familar components - now on character sheet |