Season:
Forgotten Realms
Race:
Human
Class:
[10] Fighter-1 / Cleric-9
Background:
Lifestyle:
Modest
Current Level:
2
ACP to Level:
4.0
Total GP:
0
Total Downtime:
265
Tag:
Faction:
None
Renown Rank:
Novice (rank 1)
Total Renown:
0
Treasure CPs:
0/0/0/0

Log Entries

Date Played Adventure Title Session ▼ Levels GP Downtime Magic Items
2025-09-18 16:44 Purchase Log Show Purchase

AL Service Reward (repeatable)
5x Potion of Healing (Superior)
Tandur x2
Gug x1
Salator x1
Mundo x1

2025-09-12 11:00 SJ-DC-SNC-Pirate-2025 Plunder in the Void 10 Show

Session Notes 2025-09-12-A

SJ-DC-SNC-Pirate-2025 Plunder in the Void

Game Code -
SJ-DC-SNC-Pirate-2025

Game Name -
Plunder in the Void

Location -
BMG VDDW

Table/Session -
x

Slot (for survey) -
y

DM -
z

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 -
Tandur
https://www.dndbeyond.com/characters/150711173

Drixxt
https://www.dndbeyond.com/characters/152288316/u3T2NS

Jax
https://www.dndbeyond.com/characters/151835170/b5XN46

Mistral
https://www.dndbeyond.com/characters/129899943

Servando
https://www.dndbeyond.com/characters/139334800/C1UBfJ

Drixxt 24, (m) Tri-kreen Fi-10 114
Jax, (m) Harengon Ro-9 66
Mistral (f) h elf Ro-4/Cl-1 28
Servando (m) elf Bd-8 59

Starport
Asteroid space station orbiting Toril.
Wildspace = D&D "magic" space

Job board
Crew wanted
Jax swashbuckler
Mistral shy

Pirate approaches
Ship = Lovely Lady
Mission

Large ship,, unusually wide, unarmed.

John Robbin
Heist
Lost galleon, alter the balance of power
"I want to take her"
A - obtain map
He can't; he's too well-known.
Something slightly off about him
Mustache looks wrong
Not normal speaking

Heroic Inspo
Bounty on new ship, 50% split.
Negotiated. 65% (= 5000)

Enter Spelljammer Academy

Lucky Lady is disguised.
Ship becomes longer and narrower. New name+ Lady Luck.

We go to get map.

Map to the Void. Find in the Nexus sector.

Middle deck is casino.
Open Lord of Waterdeep license document
Laerul.
DM chuckles.

Look in chests in empty rooms. Clothes. Not the captain's. Former crew.
We dress like cadets in SJ Academy.

Ball bearings.

Cadets x3

Servando & Tandur become invisible.
What's your name? Rudnat is what I will say.

Cousin. Taffy. Visitor.
20s human (m) at orrery.

Mirt.

Returned.

John Robbins reacts poorly to "red" nickname.
Mustache. Red. Suspicious.

Forged silverhand seal.

Bridge + quarters
Seated at helm

High speed
The Void
The Prize

Search grid
Lost for years

Advanced spelljammer ship w/ advanced weapons

[tc- no idea what next lines mean...
In case of difficulty
Nobody recognizes
The Prize
Rock of Brawl

Break

Detect Magic
Casino tables use magic to bend the odds

Locks

  • sea hel [no idea]

Lower deck
Former occupants left personal belongings
Pot Healing Gr
Pot Resist Acid

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"
Human-built; well armored.
[not?]

Captain's quarters. Bridge.
Human wig nearby.
Jacket
Mustache

Vault. 2 keys + verbal.

2 years
Tracker
Void Shark

Minigame
5 squares vs 6 squares

3 squares visible
[] requests feedback on ship nav mini-game

Success.

Arrive at The Void.
Enhance Ability at 5th level

Nightmare hellscape of rocks and dead titans.
4 hours of searching
Asteroid
Ship

Body at helm
Sharp shark-like teeth, but more conical, but with multiple rows.
Dagger: no idea how it was made
That thing tried to posses me

Combat 1
Pilot's spirit / ghost
Init 22

Returned lent consumables

End

Rewards -

9fa4-4a03-bd04
Claimed

Rewards:
- 5000GP
Entered on character sheet.

Energy cell from The Prize (Wand of Lightning Bolts)
(Wand, rare (requires attunement by a Spellcaster))

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.
Entered on character sheet.

Potion of Acid Resistance
(Potion, uncommon)

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.
Entered on character sheet.

Potion of Healing (Greater)
(Potion, uncommon)
This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of cheap cologne

You regain 4d4 + 4 Hit Points when you drink this potion.

The potion’s red liquid glimmers when agitated.
Entered on character sheet.

Pack of Smokepowder and Firearm Bullets
(Wondrous Item, uncommon)
(Ammunition)

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)
Entered on character sheet.

Deduct 6 GP
Entered on character sheet.

New survey link
https://www.citadelgeek.ca/feedback

2025-09-12 18:00 DDHC-DD-06 Dragon Delves: The Forbidden Vale 10 Show

Session Notes 2025-09-12-B

DDHC-DD-06 Dragon Delves: The Forbidden Vale

Game Code -
DDHC-DD-06

Game Name -
Dragon Delves: The Forbidden Vale

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Tandur

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 -
Druids want to put the dragon to sleep. Name: Cactus (or similar). Druids think the dragon is responsible for the benefits the area is experiencing.

Others
Javick, human
Varra, human
want to kill the dragon.

Noble
Glendall

Current mission -
collect components for sleep potion
From the Garden of Sacred _, arb. blossoms
From the Garden of Unearthly Delights, arc. _
_
From the Garden Everflowing, Fruit of Life.

Party -
Caylee
Kira (f) goliath Cl-5, 40HP (Caylee)
Vaelynn (f) Mo-5 33HP (Katie)
Harlow (?) changeling Pa-?? 84HP (Liam)
Ronum (m) Ro-10 ?HP (Josiah)
Tandur (m) Fi-1/Cl-9 85HP (me, Thomas)
Stratus (f) Fi-? 92HP (Roman)

Vig Blessing - Vaelynn
Refugees

Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well."
It still protects the forbidden vale. We'd prefer you not break the forbidden vale. And the safety has supported commerce.

The merchants want the dragon killed

Things that changed. Giant bird.

Flashback -
There is a large (50-ft) statue of a gith. The head was removed by a creature with claws, but maybe not a dragon (due to the count of claws).

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 -
Aberrant -> vale -> dragon
Something (missed it) connects all those.

We enter a passage
4 rooms
2 have obsidian sarcophagi of gith.

ASIDE
https://arcaneeye.com/players/dnd-5e-races/gith-5e-guide/
Gith 5e Subraces
Githyanki
Githzerai
The gith, once servants of the mind flayers, overthrew their masters to obtain freedom. After their victory, two factions quickly formed with opposing views on how they should move on with their lives.

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.
/ END ASIDE

Nature Guardian sarcophagus SE
Warrior sarcophagus. Black Red legacy <- Ozadraz.

Kh-krai (illegible) sooth-kett (f) designed gardens
Secured, entrapped, barrier

Fem (no idea) city
Herbalist, animals

Empire (illegible)
Forbidden vale grants certain benefits

Refugee from former queen.
"Red dragon under Ozadraz's control"
Relationship w/ dragon
(illegible)
Reborn
Ozadraz's kind of magic
Usurper.
Zabahut

Secret door
Room (illegible) frescoes

Travel
Chamber

Travel
Warm, humid
Frescoes: gith on her dragon

Shaft 50ft down

Combat 1 Snake
Init 13

Gold & treasure collected. See below.

Combat 2 mushrooms
Dragon skull x2
Gith
Self-invited curse lich.
4 fleeing for queen
Ancient red dragon

Woke dragon
Flee: Yaelynn, Harrow, Ronum, Tandur

Stratus - more damage to skull

Kira - new room & hide

Jump

Zaratooth's lair.

Rewards -
430 gold (2150/5=430) each
Entered on character sheet.

Sword of Vengeance (Greatsword) (Uncommon) (each)
https://www.dndbeyond.com/magic-items/5505-sword-of-vengeance
https://www.dndbeyond.com/magic-items/5463-greatsword-of-vengeance
with: the sword's pommel is fashioned to look like an angry demon face.
Entered on character sheet.

Periapt of Health (Uncommon)
https://www.dndbeyond.com/magic-items/9228920-periapt-of-health
Entered on character sheet.

Notes -
Designer's thoughts
(Spoilers)
https://traveller.distantera.com/discussing-the-forbidden-vale-a-dungeons-dragons-adventure-for-dragon-delves-by-steve-townshend/

https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/

2025-10-03 08:25 Purchase Log Show Purchase

Rebuilding Cantrips -
Old
Guidance
Resistance
Spare the Dying
Toll the Dead

New
Guidance
Resistance
Sacred Flame
Toll the Dead

2025-11-05 11:53 Trade Log -5 Show Trade Log

I give:
Elven Chain (r)

From:
Tandur (PC)
DDHC-KGV-09 Shard of the Accursed

I will get:
Glamoured Studded Leather (r)
From:
The Drow Pirate Roberts
(Yeon / Heylo)

-5 downtime

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

DDAL00-02C Spawn of Maimed Virulence
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each - added to character sheet
Bracers of Defense
+ 2 levels
+ 20 Downtime

2025-03-24 20:10 Trade Log -5 Show Trade Log

Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet)
Netherese Ring of Protection (rare) from Krell (character sheet) to Tandur (character sheet)

2025-04-01 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

BMG-MOON-MD-05 Fleeing Snowdown

Game Code -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, earth genasi Pa-6/Wi-1 (Joe)
Gossemyr, elf Bb-5 (Asia)
Garothe, hill dwarf Bb-7 (Cooper)
Vall, triton Ra-7 (Brian)
The Temp, orc Dr-5 (Neel)
Tandur, human Cl-6/Fi-4 (me, Thomas)

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

2025-04-02 18:00 Phandelver and Below: Shattered Obelisk, Ch. 7 10 Show

Session Notes 2025-04-02

Party -
Rhyndera (f), Pa-5/So-5 (Andrew)
Kookey Gobas (m), kobold PA-6/SO-4 (Lv10) (Jamison)
Elly (m), elf Wizard-5 (Doug)
Bane (f), tiefling Mo-10 (Veronica)
Salem (th), tabaxi Mo-5/Ro-2 (?) (Forrest)
Tarenth Shadowood (m), shifter Mo-2/Ra-2/Ro-1 (Conrad)
Tandur (m), human Cl-6/Fi-4 (me, Thomas)

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.
C1 init 12

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:
she of sacred flight and knows only the truth

We find a room with 2 prison cells. Under the trash on the ground a scrawled message:
3 monsters lead them all

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.
First door on the left.

Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to:
Chishinix
Hashutu
Voalsh

Desk with letters in Undercommon.
Ink well - see loot

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.
My notes indicate we will start with a fight. I didn't write down what we saw.
End session.

Loot
5 x 500 gp bottles of perfume
Subtle Mind Crystal to character sheet
Ink well: 280 gold
2780 / 7 = 397 gold each.
Added to character sheet.

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
DM: Kurt Hoffstaetter (1320736111)

Session Notes 2025-04-04

Party
Rhydian (m), human Dr-10 Moon (John K)

Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler)
https://www.dndbeyond.com/characters/137136584/go6FGR

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

Kwyjibo (m), human Bb-8/Ro-1 (Mark)
https://www.dndbeyond.com/characters/144261311

"Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V)
Team name Crimson Cabal

Intro by guide, Kithren
Trinket
Roses everywhere
Collect steed

Rules
1 There must be a jouster. Not to hurt.
2 Land bound creature, but you can flavor it.
3 Everyone must cheer loudly

3 passes. Judges can adjudicate ties.
Words have meaning.
Don't lie, here.

Our selected opponent: The Black Knight.

We prepare for the joust and discuss ideas.
Your choice of Athletics, Acrobatics, Animal Handling, or Insight.

Black Knight arrives and taunts us.

We joust: Kwyjibo, Number 8, Rhidian.
We win 2 out of 3.
Success.

Next chapter.
Lightning. 3 sisters appear. One is an image.
Chitterbone, Rowena, & Urphania. Each offers 3 challenges, we must choose 1 from each.

Urphania
Earth Wind Fire; we choose earth.
Rescue a kid.
We ask if it is a human child. No answer.
Reduce makes Number 8 tiny. He goes into the tunnel and finds the goat.
We pull the rope and free the goat.
We are teleported back to the joust.

Chitterbones
Mind Body Spirit; we choose spirit
Fey in an artist commune are debating art. 2 camps: social message or aesthetically pleasing. We help them choose social message. We help them paint. Some are poisoned. We revivify them. We finish helping them with the art. They complete most, but not all of the paintings.

Next chapter.
Rowena
Good Bad Ugly; we choose Good
Combat 1
We have to enter a locked door. There are 10 creatures who will attack. When we kill one, we can take its key. We failed to get through the locked door in time.

10 minute break

Final chapter
Prismatic Knight taunts lord and lady.
Combat 2
Prismatic Knight adds 6 more smaller knights each of a color. On each of their turns, they kill civilians, unless they are engaged with 1 of us. We beat most of the colored knights. But there was still 1 or 2 left, plus the Prismatic Knight. Time.

We submit our score: 18

We did not win. Wedding Crashers won the contest.

Rewards

PO-BMG-MOONCA-POB-01 The Joust of Roses
DM: Kurt Hoffstaetter (1320736111)

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
10 Downtime Days
1,000 gp (5,000 gp divided) -- on character sheet
Five Star Sapphires (1,000 gp each)
Woodcutter's Axe
Fabulist Gem
Saddle of the Cavalier

Woodcutter's Axe- now on character sheet
Weapon (Greataxe), Rare
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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
Wondrous Item, Uncommon (Requires Attunement)
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.

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
Wondrous Item, Uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

2025-04-03 18:05 Purchase Log Show Purchase

From Vault to Character Sheet
Pot Healing
Pot Healing
Pot Acid Resist
Lantern

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

2025-04-03 18:18 Purchase Log Show Purchase

AL Limits of Magic Carried

Permanent Magic
LIMIT
3 of Uncommon or greater
5 of Common

Inventory
1 rare ring
1 uc shield
1 uc Lantern of Revealing

CONSUMABLES
LIMIT
10 consumables

Inventory
Bead of Force
Bead of Force
Scr: FoM
Mind Crystal Careful
Pot Healing
Pot Healing
Pot Healing
Pot Healing
Pot Acid Resist
Mind Crystal Subtle
=10

2025-04-03 18:52 Purchase Log Show Purchase

Inventory & components purchase

2025-04-04 20:50 Purchase Log Show Purchase

More incense & diamonds (components) reflected on character sheet

2025-04-06 09:05 Purchase Log Show Purchase

Sold (for 25) Scale Mail
Bought (for 400) Breastplate
Reflected on character sheet

Date Played Adventure Title Tier Session ▼ ACP TCP Downtime Renown
2025-09-18 16:44 Purchase Log Show Purchase

AL Service Reward (repeatable)
5x Potion of Healing (Superior)
Tandur x2
Gug x1
Salator x1
Mundo x1

2025-09-12 11:00 SJ-DC-SNC-Pirate-2025 Plunder in the Void 10 Show

Session Notes 2025-09-12-A

SJ-DC-SNC-Pirate-2025 Plunder in the Void

Game Code -
SJ-DC-SNC-Pirate-2025

Game Name -
Plunder in the Void

Location -
BMG VDDW

Table/Session -
x

Slot (for survey) -
y

DM -
z

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 -
Tandur
https://www.dndbeyond.com/characters/150711173

Drixxt
https://www.dndbeyond.com/characters/152288316/u3T2NS

Jax
https://www.dndbeyond.com/characters/151835170/b5XN46

Mistral
https://www.dndbeyond.com/characters/129899943

Servando
https://www.dndbeyond.com/characters/139334800/C1UBfJ

Drixxt 24, (m) Tri-kreen Fi-10 114
Jax, (m) Harengon Ro-9 66
Mistral (f) h elf Ro-4/Cl-1 28
Servando (m) elf Bd-8 59

Starport
Asteroid space station orbiting Toril.
Wildspace = D&D "magic" space

Job board
Crew wanted
Jax swashbuckler
Mistral shy

Pirate approaches
Ship = Lovely Lady
Mission

Large ship,, unusually wide, unarmed.

John Robbin
Heist
Lost galleon, alter the balance of power
"I want to take her"
A - obtain map
He can't; he's too well-known.
Something slightly off about him
Mustache looks wrong
Not normal speaking

Heroic Inspo
Bounty on new ship, 50% split.
Negotiated. 65% (= 5000)

Enter Spelljammer Academy

Lucky Lady is disguised.
Ship becomes longer and narrower. New name+ Lady Luck.

We go to get map.

Map to the Void. Find in the Nexus sector.

Middle deck is casino.
Open Lord of Waterdeep license document
Laerul.
DM chuckles.

Look in chests in empty rooms. Clothes. Not the captain's. Former crew.
We dress like cadets in SJ Academy.

Ball bearings.

Cadets x3

Servando & Tandur become invisible.
What's your name? Rudnat is what I will say.

Cousin. Taffy. Visitor.
20s human (m) at orrery.

Mirt.

Returned.

John Robbins reacts poorly to "red" nickname.
Mustache. Red. Suspicious.

Forged silverhand seal.

Bridge + quarters
Seated at helm

High speed
The Void
The Prize

Search grid
Lost for years

Advanced spelljammer ship w/ advanced weapons

[tc- no idea what next lines mean...
In case of difficulty
Nobody recognizes
The Prize
Rock of Brawl

Break

Detect Magic
Casino tables use magic to bend the odds

Locks

  • sea hel [no idea]

Lower deck
Former occupants left personal belongings
Pot Healing Gr
Pot Resist Acid

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"
Human-built; well armored.
[not?]

Captain's quarters. Bridge.
Human wig nearby.
Jacket
Mustache

Vault. 2 keys + verbal.

2 years
Tracker
Void Shark

Minigame
5 squares vs 6 squares

3 squares visible
[] requests feedback on ship nav mini-game

Success.

Arrive at The Void.
Enhance Ability at 5th level

Nightmare hellscape of rocks and dead titans.
4 hours of searching
Asteroid
Ship

Body at helm
Sharp shark-like teeth, but more conical, but with multiple rows.
Dagger: no idea how it was made
That thing tried to posses me

Combat 1
Pilot's spirit / ghost
Init 22

Returned lent consumables

End

Rewards -

9fa4-4a03-bd04
Claimed

Rewards:
- 5000GP
Entered on character sheet.

Energy cell from The Prize (Wand of Lightning Bolts)
(Wand, rare (requires attunement by a Spellcaster))

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.
Entered on character sheet.

Potion of Acid Resistance
(Potion, uncommon)

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.
Entered on character sheet.

Potion of Healing (Greater)
(Potion, uncommon)
This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of cheap cologne

You regain 4d4 + 4 Hit Points when you drink this potion.

The potion’s red liquid glimmers when agitated.
Entered on character sheet.

Pack of Smokepowder and Firearm Bullets
(Wondrous Item, uncommon)
(Ammunition)

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)
Entered on character sheet.

Deduct 6 GP
Entered on character sheet.

New survey link
https://www.citadelgeek.ca/feedback

2025-09-12 18:00 DDHC-DD-06 Dragon Delves: The Forbidden Vale 10 Show

Session Notes 2025-09-12-B

DDHC-DD-06 Dragon Delves: The Forbidden Vale

Game Code -
DDHC-DD-06

Game Name -
Dragon Delves: The Forbidden Vale

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Tandur

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 -
Druids want to put the dragon to sleep. Name: Cactus (or similar). Druids think the dragon is responsible for the benefits the area is experiencing.

Others
Javick, human
Varra, human
want to kill the dragon.

Noble
Glendall

Current mission -
collect components for sleep potion
From the Garden of Sacred _, arb. blossoms
From the Garden of Unearthly Delights, arc. _
_
From the Garden Everflowing, Fruit of Life.

Party -
Caylee
Kira (f) goliath Cl-5, 40HP (Caylee)
Vaelynn (f) Mo-5 33HP (Katie)
Harlow (?) changeling Pa-?? 84HP (Liam)
Ronum (m) Ro-10 ?HP (Josiah)
Tandur (m) Fi-1/Cl-9 85HP (me, Thomas)
Stratus (f) Fi-? 92HP (Roman)

Vig Blessing - Vaelynn
Refugees

Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well."
It still protects the forbidden vale. We'd prefer you not break the forbidden vale. And the safety has supported commerce.

The merchants want the dragon killed

Things that changed. Giant bird.

Flashback -
There is a large (50-ft) statue of a gith. The head was removed by a creature with claws, but maybe not a dragon (due to the count of claws).

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 -
Aberrant -> vale -> dragon
Something (missed it) connects all those.

We enter a passage
4 rooms
2 have obsidian sarcophagi of gith.

ASIDE
https://arcaneeye.com/players/dnd-5e-races/gith-5e-guide/
Gith 5e Subraces
Githyanki
Githzerai
The gith, once servants of the mind flayers, overthrew their masters to obtain freedom. After their victory, two factions quickly formed with opposing views on how they should move on with their lives.

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.
/ END ASIDE

Nature Guardian sarcophagus SE
Warrior sarcophagus. Black Red legacy <- Ozadraz.

Kh-krai (illegible) sooth-kett (f) designed gardens
Secured, entrapped, barrier

Fem (no idea) city
Herbalist, animals

Empire (illegible)
Forbidden vale grants certain benefits

Refugee from former queen.
"Red dragon under Ozadraz's control"
Relationship w/ dragon
(illegible)
Reborn
Ozadraz's kind of magic
Usurper.
Zabahut

Secret door
Room (illegible) frescoes

Travel
Chamber

Travel
Warm, humid
Frescoes: gith on her dragon

Shaft 50ft down

Combat 1 Snake
Init 13

Gold & treasure collected. See below.

Combat 2 mushrooms
Dragon skull x2
Gith
Self-invited curse lich.
4 fleeing for queen
Ancient red dragon

Woke dragon
Flee: Yaelynn, Harrow, Ronum, Tandur

Stratus - more damage to skull

Kira - new room & hide

Jump

Zaratooth's lair.

Rewards -
430 gold (2150/5=430) each
Entered on character sheet.

Sword of Vengeance (Greatsword) (Uncommon) (each)
https://www.dndbeyond.com/magic-items/5505-sword-of-vengeance
https://www.dndbeyond.com/magic-items/5463-greatsword-of-vengeance
with: the sword's pommel is fashioned to look like an angry demon face.
Entered on character sheet.

Periapt of Health (Uncommon)
https://www.dndbeyond.com/magic-items/9228920-periapt-of-health
Entered on character sheet.

Notes -
Designer's thoughts
(Spoilers)
https://traveller.distantera.com/discussing-the-forbidden-vale-a-dungeons-dragons-adventure-for-dragon-delves-by-steve-townshend/

https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/

2025-10-03 08:25 Purchase Log Show Purchase

Rebuilding Cantrips -
Old
Guidance
Resistance
Spare the Dying
Toll the Dead

New
Guidance
Resistance
Sacred Flame
Toll the Dead

2025-11-05 11:53 Trade Log -5 Show Trade Log

I give:
Elven Chain (r)

From:
Tandur (PC)
DDHC-KGV-09 Shard of the Accursed

I will get:
Glamoured Studded Leather (r)
From:
The Drow Pirate Roberts
(Yeon / Heylo)

-5 downtime

2025-03-23 14:30 DDAL00-02D Echoes of the Weeping War 10 Show

DDAL00-02C Spawn of Maimed Virulence
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each - added to character sheet
Bracers of Defense
+ 2 levels
+ 20 Downtime

2025-03-24 20:10 Trade Log -5 Show Trade Log

Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet)
Netherese Ring of Protection (rare) from Krell (character sheet) to Tandur (character sheet)

2025-04-01 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

BMG-MOON-MD-05 Fleeing Snowdown

Game Code -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, earth genasi Pa-6/Wi-1 (Joe)
Gossemyr, elf Bb-5 (Asia)
Garothe, hill dwarf Bb-7 (Cooper)
Vall, triton Ra-7 (Brian)
The Temp, orc Dr-5 (Neel)
Tandur, human Cl-6/Fi-4 (me, Thomas)

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

2025-04-02 18:00 Phandelver and Below: Shattered Obelisk, Ch. 7 10 Show

Session Notes 2025-04-02

Party -
Rhyndera (f), Pa-5/So-5 (Andrew)
Kookey Gobas (m), kobold PA-6/SO-4 (Lv10) (Jamison)
Elly (m), elf Wizard-5 (Doug)
Bane (f), tiefling Mo-10 (Veronica)
Salem (th), tabaxi Mo-5/Ro-2 (?) (Forrest)
Tarenth Shadowood (m), shifter Mo-2/Ra-2/Ro-1 (Conrad)
Tandur (m), human Cl-6/Fi-4 (me, Thomas)

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.
C1 init 12

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:
she of sacred flight and knows only the truth

We find a room with 2 prison cells. Under the trash on the ground a scrawled message:
3 monsters lead them all

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.
First door on the left.

Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to:
Chishinix
Hashutu
Voalsh

Desk with letters in Undercommon.
Ink well - see loot

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.
My notes indicate we will start with a fight. I didn't write down what we saw.
End session.

Loot
5 x 500 gp bottles of perfume
Subtle Mind Crystal to character sheet
Ink well: 280 gold
2780 / 7 = 397 gold each.
Added to character sheet.

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
DM: Kurt Hoffstaetter (1320736111)

Session Notes 2025-04-04

Party
Rhydian (m), human Dr-10 Moon (John K)

Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler)
https://www.dndbeyond.com/characters/137136584/go6FGR

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

Kwyjibo (m), human Bb-8/Ro-1 (Mark)
https://www.dndbeyond.com/characters/144261311

"Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V)
Team name Crimson Cabal

Intro by guide, Kithren
Trinket
Roses everywhere
Collect steed

Rules
1 There must be a jouster. Not to hurt.
2 Land bound creature, but you can flavor it.
3 Everyone must cheer loudly

3 passes. Judges can adjudicate ties.
Words have meaning.
Don't lie, here.

Our selected opponent: The Black Knight.

We prepare for the joust and discuss ideas.
Your choice of Athletics, Acrobatics, Animal Handling, or Insight.

Black Knight arrives and taunts us.

We joust: Kwyjibo, Number 8, Rhidian.
We win 2 out of 3.
Success.

Next chapter.
Lightning. 3 sisters appear. One is an image.
Chitterbone, Rowena, & Urphania. Each offers 3 challenges, we must choose 1 from each.

Urphania
Earth Wind Fire; we choose earth.
Rescue a kid.
We ask if it is a human child. No answer.
Reduce makes Number 8 tiny. He goes into the tunnel and finds the goat.
We pull the rope and free the goat.
We are teleported back to the joust.

Chitterbones
Mind Body Spirit; we choose spirit
Fey in an artist commune are debating art. 2 camps: social message or aesthetically pleasing. We help them choose social message. We help them paint. Some are poisoned. We revivify them. We finish helping them with the art. They complete most, but not all of the paintings.

Next chapter.
Rowena
Good Bad Ugly; we choose Good
Combat 1
We have to enter a locked door. There are 10 creatures who will attack. When we kill one, we can take its key. We failed to get through the locked door in time.

10 minute break

Final chapter
Prismatic Knight taunts lord and lady.
Combat 2
Prismatic Knight adds 6 more smaller knights each of a color. On each of their turns, they kill civilians, unless they are engaged with 1 of us. We beat most of the colored knights. But there was still 1 or 2 left, plus the Prismatic Knight. Time.

We submit our score: 18

We did not win. Wedding Crashers won the contest.

Rewards

PO-BMG-MOONCA-POB-01 The Joust of Roses
DM: Kurt Hoffstaetter (1320736111)

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
10 Downtime Days
1,000 gp (5,000 gp divided) -- on character sheet
Five Star Sapphires (1,000 gp each)
Woodcutter's Axe
Fabulist Gem
Saddle of the Cavalier

Woodcutter's Axe- now on character sheet
Weapon (Greataxe), Rare
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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
Wondrous Item, Uncommon (Requires Attunement)
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.

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
Wondrous Item, Uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

2025-04-03 18:05 Purchase Log Show Purchase

From Vault to Character Sheet
Pot Healing
Pot Healing
Pot Acid Resist
Lantern

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

2025-04-03 18:18 Purchase Log Show Purchase

AL Limits of Magic Carried

Permanent Magic
LIMIT
3 of Uncommon or greater
5 of Common

Inventory
1 rare ring
1 uc shield
1 uc Lantern of Revealing

CONSUMABLES
LIMIT
10 consumables

Inventory
Bead of Force
Bead of Force
Scr: FoM
Mind Crystal Careful
Pot Healing
Pot Healing
Pot Healing
Pot Healing
Pot Acid Resist
Mind Crystal Subtle
=10

2025-04-03 18:52 Purchase Log Show Purchase

Inventory & components purchase

2025-04-04 20:50 Purchase Log Show Purchase

More incense & diamonds (components) reflected on character sheet

2025-04-06 09:05 Purchase Log Show Purchase

Sold (for 25) Scale Mail
Bought (for 400) Breastplate
Reflected on character sheet

Date Played Adventure Title Session ▼ XP GP Downtime Renown Magic Items
2025-09-18 16:44 Purchase Log Show Purchase

AL Service Reward (repeatable)
5x Potion of Healing (Superior)
Tandur x2
Gug x1
Salator x1
Mundo x1

2025-09-12 11:00 SJ-DC-SNC-Pirate-2025 Plunder in the Void 10 Show

Session Notes 2025-09-12-A

SJ-DC-SNC-Pirate-2025 Plunder in the Void

Game Code -
SJ-DC-SNC-Pirate-2025

Game Name -
Plunder in the Void

Location -
BMG VDDW

Table/Session -
x

Slot (for survey) -
y

DM -
z

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 -
Tandur
https://www.dndbeyond.com/characters/150711173

Drixxt
https://www.dndbeyond.com/characters/152288316/u3T2NS

Jax
https://www.dndbeyond.com/characters/151835170/b5XN46

Mistral
https://www.dndbeyond.com/characters/129899943

Servando
https://www.dndbeyond.com/characters/139334800/C1UBfJ

Drixxt 24, (m) Tri-kreen Fi-10 114
Jax, (m) Harengon Ro-9 66
Mistral (f) h elf Ro-4/Cl-1 28
Servando (m) elf Bd-8 59

Starport
Asteroid space station orbiting Toril.
Wildspace = D&D "magic" space

Job board
Crew wanted
Jax swashbuckler
Mistral shy

Pirate approaches
Ship = Lovely Lady
Mission

Large ship,, unusually wide, unarmed.

John Robbin
Heist
Lost galleon, alter the balance of power
"I want to take her"
A - obtain map
He can't; he's too well-known.
Something slightly off about him
Mustache looks wrong
Not normal speaking

Heroic Inspo
Bounty on new ship, 50% split.
Negotiated. 65% (= 5000)

Enter Spelljammer Academy

Lucky Lady is disguised.
Ship becomes longer and narrower. New name+ Lady Luck.

We go to get map.

Map to the Void. Find in the Nexus sector.

Middle deck is casino.
Open Lord of Waterdeep license document
Laerul.
DM chuckles.

Look in chests in empty rooms. Clothes. Not the captain's. Former crew.
We dress like cadets in SJ Academy.

Ball bearings.

Cadets x3

Servando & Tandur become invisible.
What's your name? Rudnat is what I will say.

Cousin. Taffy. Visitor.
20s human (m) at orrery.

Mirt.

Returned.

John Robbins reacts poorly to "red" nickname.
Mustache. Red. Suspicious.

Forged silverhand seal.

Bridge + quarters
Seated at helm

High speed
The Void
The Prize

Search grid
Lost for years

Advanced spelljammer ship w/ advanced weapons

[tc- no idea what next lines mean...
In case of difficulty
Nobody recognizes
The Prize
Rock of Brawl

Break

Detect Magic
Casino tables use magic to bend the odds

Locks

  • sea hel [no idea]

Lower deck
Former occupants left personal belongings
Pot Healing Gr
Pot Resist Acid

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"
Human-built; well armored.
[not?]

Captain's quarters. Bridge.
Human wig nearby.
Jacket
Mustache

Vault. 2 keys + verbal.

2 years
Tracker
Void Shark

Minigame
5 squares vs 6 squares

3 squares visible
[] requests feedback on ship nav mini-game

Success.

Arrive at The Void.
Enhance Ability at 5th level

Nightmare hellscape of rocks and dead titans.
4 hours of searching
Asteroid
Ship

Body at helm
Sharp shark-like teeth, but more conical, but with multiple rows.
Dagger: no idea how it was made
That thing tried to posses me

Combat 1
Pilot's spirit / ghost
Init 22

Returned lent consumables

End

Rewards -

9fa4-4a03-bd04
Claimed

Rewards:
- 5000GP
Entered on character sheet.

Energy cell from The Prize (Wand of Lightning Bolts)
(Wand, rare (requires attunement by a Spellcaster))

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.
Entered on character sheet.

Potion of Acid Resistance
(Potion, uncommon)

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.
Entered on character sheet.

Potion of Healing (Greater)
(Potion, uncommon)
This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of cheap cologne

You regain 4d4 + 4 Hit Points when you drink this potion.

The potion’s red liquid glimmers when agitated.
Entered on character sheet.

Pack of Smokepowder and Firearm Bullets
(Wondrous Item, uncommon)
(Ammunition)

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)
Entered on character sheet.

Deduct 6 GP
Entered on character sheet.

New survey link
https://www.citadelgeek.ca/feedback

2025-09-12 18:00 DDHC-DD-06 Dragon Delves: The Forbidden Vale 10 Show

Session Notes 2025-09-12-B

DDHC-DD-06 Dragon Delves: The Forbidden Vale

Game Code -
DDHC-DD-06

Game Name -
Dragon Delves: The Forbidden Vale

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Tandur

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 -
Druids want to put the dragon to sleep. Name: Cactus (or similar). Druids think the dragon is responsible for the benefits the area is experiencing.

Others
Javick, human
Varra, human
want to kill the dragon.

Noble
Glendall

Current mission -
collect components for sleep potion
From the Garden of Sacred _, arb. blossoms
From the Garden of Unearthly Delights, arc. _
_
From the Garden Everflowing, Fruit of Life.

Party -
Caylee
Kira (f) goliath Cl-5, 40HP (Caylee)
Vaelynn (f) Mo-5 33HP (Katie)
Harlow (?) changeling Pa-?? 84HP (Liam)
Ronum (m) Ro-10 ?HP (Josiah)
Tandur (m) Fi-1/Cl-9 85HP (me, Thomas)
Stratus (f) Fi-? 92HP (Roman)

Vig Blessing - Vaelynn
Refugees

Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well."
It still protects the forbidden vale. We'd prefer you not break the forbidden vale. And the safety has supported commerce.

The merchants want the dragon killed

Things that changed. Giant bird.

Flashback -
There is a large (50-ft) statue of a gith. The head was removed by a creature with claws, but maybe not a dragon (due to the count of claws).

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 -
Aberrant -> vale -> dragon
Something (missed it) connects all those.

We enter a passage
4 rooms
2 have obsidian sarcophagi of gith.

ASIDE
https://arcaneeye.com/players/dnd-5e-races/gith-5e-guide/
Gith 5e Subraces
Githyanki
Githzerai
The gith, once servants of the mind flayers, overthrew their masters to obtain freedom. After their victory, two factions quickly formed with opposing views on how they should move on with their lives.

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.
/ END ASIDE

Nature Guardian sarcophagus SE
Warrior sarcophagus. Black Red legacy <- Ozadraz.

Kh-krai (illegible) sooth-kett (f) designed gardens
Secured, entrapped, barrier

Fem (no idea) city
Herbalist, animals

Empire (illegible)
Forbidden vale grants certain benefits

Refugee from former queen.
"Red dragon under Ozadraz's control"
Relationship w/ dragon
(illegible)
Reborn
Ozadraz's kind of magic
Usurper.
Zabahut

Secret door
Room (illegible) frescoes

Travel
Chamber

Travel
Warm, humid
Frescoes: gith on her dragon

Shaft 50ft down

Combat 1 Snake
Init 13

Gold & treasure collected. See below.

Combat 2 mushrooms
Dragon skull x2
Gith
Self-invited curse lich.
4 fleeing for queen
Ancient red dragon

Woke dragon
Flee: Yaelynn, Harrow, Ronum, Tandur

Stratus - more damage to skull

Kira - new room & hide

Jump

Zaratooth's lair.

Rewards -
430 gold (2150/5=430) each
Entered on character sheet.

Sword of Vengeance (Greatsword) (Uncommon) (each)
https://www.dndbeyond.com/magic-items/5505-sword-of-vengeance
https://www.dndbeyond.com/magic-items/5463-greatsword-of-vengeance
with: the sword's pommel is fashioned to look like an angry demon face.
Entered on character sheet.

Periapt of Health (Uncommon)
https://www.dndbeyond.com/magic-items/9228920-periapt-of-health
Entered on character sheet.

Notes -
Designer's thoughts
(Spoilers)
https://traveller.distantera.com/discussing-the-forbidden-vale-a-dungeons-dragons-adventure-for-dragon-delves-by-steve-townshend/

https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/

2025-10-03 08:25 Purchase Log Show Purchase

Rebuilding Cantrips -
Old
Guidance
Resistance
Spare the Dying
Toll the Dead

New
Guidance
Resistance
Sacred Flame
Toll the Dead

2025-11-05 11:53 Trade Log -5 Show Trade Log

I give:
Elven Chain (r)

From:
Tandur (PC)
DDHC-KGV-09 Shard of the Accursed

I will get:
Glamoured Studded Leather (r)
From:
The Drow Pirate Roberts
(Yeon / Heylo)

-5 downtime

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

DDAL00-02C Spawn of Maimed Virulence
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each - added to character sheet
Bracers of Defense
+ 2 levels
+ 20 Downtime

2025-03-24 20:10 Trade Log -5 Show Trade Log

Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet)
Netherese Ring of Protection (rare) from Krell (character sheet) to Tandur (character sheet)

2025-04-01 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

BMG-MOON-MD-05 Fleeing Snowdown

Game Code -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, earth genasi Pa-6/Wi-1 (Joe)
Gossemyr, elf Bb-5 (Asia)
Garothe, hill dwarf Bb-7 (Cooper)
Vall, triton Ra-7 (Brian)
The Temp, orc Dr-5 (Neel)
Tandur, human Cl-6/Fi-4 (me, Thomas)

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

2025-04-02 18:00 Phandelver and Below: Shattered Obelisk, Ch. 7 10 Show

Session Notes 2025-04-02

Party -
Rhyndera (f), Pa-5/So-5 (Andrew)
Kookey Gobas (m), kobold PA-6/SO-4 (Lv10) (Jamison)
Elly (m), elf Wizard-5 (Doug)
Bane (f), tiefling Mo-10 (Veronica)
Salem (th), tabaxi Mo-5/Ro-2 (?) (Forrest)
Tarenth Shadowood (m), shifter Mo-2/Ra-2/Ro-1 (Conrad)
Tandur (m), human Cl-6/Fi-4 (me, Thomas)

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.
C1 init 12

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:
she of sacred flight and knows only the truth

We find a room with 2 prison cells. Under the trash on the ground a scrawled message:
3 monsters lead them all

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.
First door on the left.

Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to:
Chishinix
Hashutu
Voalsh

Desk with letters in Undercommon.
Ink well - see loot

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.
My notes indicate we will start with a fight. I didn't write down what we saw.
End session.

Loot
5 x 500 gp bottles of perfume
Subtle Mind Crystal to character sheet
Ink well: 280 gold
2780 / 7 = 397 gold each.
Added to character sheet.

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
DM: Kurt Hoffstaetter (1320736111)

Session Notes 2025-04-04

Party
Rhydian (m), human Dr-10 Moon (John K)

Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler)
https://www.dndbeyond.com/characters/137136584/go6FGR

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

Kwyjibo (m), human Bb-8/Ro-1 (Mark)
https://www.dndbeyond.com/characters/144261311

"Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V)
Team name Crimson Cabal

Intro by guide, Kithren
Trinket
Roses everywhere
Collect steed

Rules
1 There must be a jouster. Not to hurt.
2 Land bound creature, but you can flavor it.
3 Everyone must cheer loudly

3 passes. Judges can adjudicate ties.
Words have meaning.
Don't lie, here.

Our selected opponent: The Black Knight.

We prepare for the joust and discuss ideas.
Your choice of Athletics, Acrobatics, Animal Handling, or Insight.

Black Knight arrives and taunts us.

We joust: Kwyjibo, Number 8, Rhidian.
We win 2 out of 3.
Success.

Next chapter.
Lightning. 3 sisters appear. One is an image.
Chitterbone, Rowena, & Urphania. Each offers 3 challenges, we must choose 1 from each.

Urphania
Earth Wind Fire; we choose earth.
Rescue a kid.
We ask if it is a human child. No answer.
Reduce makes Number 8 tiny. He goes into the tunnel and finds the goat.
We pull the rope and free the goat.
We are teleported back to the joust.

Chitterbones
Mind Body Spirit; we choose spirit
Fey in an artist commune are debating art. 2 camps: social message or aesthetically pleasing. We help them choose social message. We help them paint. Some are poisoned. We revivify them. We finish helping them with the art. They complete most, but not all of the paintings.

Next chapter.
Rowena
Good Bad Ugly; we choose Good
Combat 1
We have to enter a locked door. There are 10 creatures who will attack. When we kill one, we can take its key. We failed to get through the locked door in time.

10 minute break

Final chapter
Prismatic Knight taunts lord and lady.
Combat 2
Prismatic Knight adds 6 more smaller knights each of a color. On each of their turns, they kill civilians, unless they are engaged with 1 of us. We beat most of the colored knights. But there was still 1 or 2 left, plus the Prismatic Knight. Time.

We submit our score: 18

We did not win. Wedding Crashers won the contest.

Rewards

PO-BMG-MOONCA-POB-01 The Joust of Roses
DM: Kurt Hoffstaetter (1320736111)

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
10 Downtime Days
1,000 gp (5,000 gp divided) -- on character sheet
Five Star Sapphires (1,000 gp each)
Woodcutter's Axe
Fabulist Gem
Saddle of the Cavalier

Woodcutter's Axe- now on character sheet
Weapon (Greataxe), Rare
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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
Wondrous Item, Uncommon (Requires Attunement)
This glittering red gem is commonly found embedded in a ring or brooch.
While wearing the gem, you gain the following benefits.

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
Wondrous Item, Uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

2025-04-03 18:05 Purchase Log Show Purchase

From Vault to Character Sheet
Pot Healing
Pot Healing
Pot Acid Resist
Lantern

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

2025-04-03 18:18 Purchase Log Show Purchase

AL Limits of Magic Carried

Permanent Magic
LIMIT
3 of Uncommon or greater
5 of Common

Inventory
1 rare ring
1 uc shield
1 uc Lantern of Revealing

CONSUMABLES
LIMIT
10 consumables

Inventory
Bead of Force
Bead of Force
Scr: FoM
Mind Crystal Careful
Pot Healing
Pot Healing
Pot Healing
Pot Healing
Pot Acid Resist
Mind Crystal Subtle
=10

2025-04-03 18:52 Purchase Log Show Purchase

Inventory & components purchase

2025-04-04 20:50 Purchase Log Show Purchase

More incense & diamonds (components) reflected on character sheet

2025-04-06 09:05 Purchase Log Show Purchase

Sold (for 25) Scale Mail
Bought (for 400) Breastplate
Reflected on character sheet