Tandur Character Sheet
Log Entries
| Date Played | Adventure Title | Session ▼ | Levels | GP | Downtime | Magic Items | ||
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| 2025-09-18 16:44 | Purchase Log | Show Purchase | ||||||
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AL Service Reward (repeatable) |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
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Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
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Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 08:25 | Purchase Log | Show Purchase | ||||||
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Rebuilding Cantrips - New |
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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
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I give: From: I will get: -5 downtime |
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| 2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Healing (consumable) (common), Potion of Acid Resistance (consumable) (uncommon) | Show | ||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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| 2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
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Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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| 2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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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 | |||||
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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 | |||||
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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 | ||||||
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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 | ||||||
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Buy Pot Healing x2 on char sheet |
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| 2025-04-03 18:18 | Purchase Log | Show Purchase | ||||||
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AL Limits of Magic Carried Permanent Magic Inventory CONSUMABLES Inventory |
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| 2025-04-03 18:52 | Purchase Log | Show Purchase | ||||||
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Inventory & components purchase |
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| 2025-04-04 20:50 | Purchase Log | Show Purchase | ||||||
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More incense & diamonds (components) reflected on character sheet |
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| 2025-04-06 09:05 | Purchase Log | Show Purchase | ||||||
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Sold (for 25) Scale Mail |
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| Date Played | Adventure Title | Tier | Session ▼ | ACP | TCP | Downtime | Renown | |
|---|---|---|---|---|---|---|---|---|
| 2025-09-18 16:44 | Purchase Log | Show Purchase | ||||||
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AL Service Reward (repeatable) |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
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Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
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Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 08:25 | Purchase Log | Show Purchase | ||||||
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Rebuilding Cantrips - New |
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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
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I give: From: I will get: -5 downtime |
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| 2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Show | |||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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| 2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
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Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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| 2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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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 | |||||
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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 | |||||
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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 | ||||||
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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 | ||||||
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Buy Pot Healing x2 on char sheet |
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| 2025-04-03 18:18 | Purchase Log | Show Purchase | ||||||
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AL Limits of Magic Carried Permanent Magic Inventory CONSUMABLES Inventory |
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| 2025-04-03 18:52 | Purchase Log | Show Purchase | ||||||
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Inventory & components purchase |
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| 2025-04-04 20:50 | Purchase Log | Show Purchase | ||||||
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More incense & diamonds (components) reflected on character sheet |
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| 2025-04-06 09:05 | Purchase Log | Show Purchase | ||||||
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Sold (for 25) Scale Mail |
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| Date Played | Adventure Title | Session ▼ | XP | GP | Downtime | Renown | Magic Items | |
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| 2025-09-18 16:44 | Purchase Log | Show Purchase | ||||||
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AL Service Reward (repeatable) |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
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Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
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Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 08:25 | Purchase Log | Show Purchase | ||||||
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Rebuilding Cantrips - New |
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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
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I give: From: I will get: -5 downtime |
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| 2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Healing (consumable) (common), Potion of Acid Resistance (consumable) (uncommon) | Show | ||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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| 2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
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Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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| 2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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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 | |||||
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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 | |||||
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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 | ||||||
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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 | ||||||
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Buy Pot Healing x2 on char sheet |
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| 2025-04-03 18:18 | Purchase Log | Show Purchase | ||||||
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AL Limits of Magic Carried Permanent Magic Inventory CONSUMABLES Inventory |
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| 2025-04-03 18:52 | Purchase Log | Show Purchase | ||||||
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Inventory & components purchase |
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| 2025-04-04 20:50 | Purchase Log | Show Purchase | ||||||
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More incense & diamonds (components) reflected on character sheet |
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| 2025-04-06 09:05 | Purchase Log | Show Purchase | ||||||
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Sold (for 25) Scale Mail |
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