Tandur Character Sheet
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime ▼ | Magic Items | ||
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2025-08-01 18:00 | DDHC-DD-7 Dragon Delves: Before the Storm (part 1) | 10 | Show | |||||
Session Notes 2025-08-01 DDHC-DD-7 Party - We begin by helping save people in the burning tavern. We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane. Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air. We ask questions and gather more facts from those we saved. A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description. Mayor Gail (f) orc - Black Dragon = Acid. Adult 2 hours north. Harlow. Faerie deer. Combat 1 After combat Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals). 1 pirate captive, David. Chapter is not complete. Will complete next week. |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-02-18 18:00 | DDHC-JRC-CH8 Mists of Manivarsha | 10 | Show | |||||
DDHC-JRC-CH8 Mists of Manivarsha Game Code - Game Name - Location - DM - Party - We start in Baldur's Gate at the Adventurers League Hall in the lower city. It is a 3-story building. It's raining. As each of us enters, we are greeted by Yola at the front desk. She knows we've been requested. She provides a place to gather, the bar. We are being asked to provide security for the Suhunka Trials (games [Olympics]) in Shugapoor (city). The job lasts for 12 days. Each will get 200 gp. We enter a separate room. A stone goliath sits in front of a bowl. We are asked to sit around the bowl, too. He is: The 3 great cities are involved in the games. Aravati temple (?) in Maravarey (?) Nisha (nickname) in Manivarsha is the target of our protection. The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities. Shell, mix Tents, vendors, a stage near the temple, all on a quay. This is: Humid, hot, balmy. I spend 10 silver for 2 more rations. Tidal waves engulf the market square while Nisha is dancing. 2 hostile turtles are deposited. We fight them to save the citizens, while attempting to protect Nisha. Next wave, 2 electric eels are deposited. Nisha decides to take shelter in the temple. Keyrie accompanies (carries?) her. A third wave, this time imbued with glowing red light. Keyrie sees Nisha turn to water and vanish. Meanwhile the rest continue the battle. We prevail. We talk to Plabon. He said the red wave brought up emotions, jealousy. Session ends. |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-02-19 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-02-19 Phandelver and Below: Shattered Obelisk, ch. 6 Game Code - Game Name - Location - DM - Party - Andrew helped me determine my deity is Selune. Drapes with symbols of coins and spiders. Another room, another combat. 16.6.6 gold. |
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2025-06-07 16:00 | DDEP 06-02 - Return to White Plume Mountain (T2) | 41 | 10 | Show | ||||
Session Notes 2025-06-07 [2025-06-07] Saturday Remember Tandur has +2 on Death Saves (from Blessing & from Ring). DM: Matt Brown Party Party Name: Announcements - Our jobs: The rescue is the job. Killing Kelvan is a bonus Each group will have a special Sending Stone. T2 T3 Mylo grants 14 Temp HP DM: something about Dram & Colendra Combat 1 DM Matt Brown (GM): Discover man under Geas forced to sing a song forever. He can't leave. But he has a coral key around his neck. What will he trade for? A new song. We teach a new song. We get the key. Loot DM Matt Brown (GM): 7 minutes to decide (decode) "how many keys?" No clear answer to how many doors. We eventually say "The maximum keys," and the adventure continues. We open a door and magically find ourselves in a prison. [tc- that's so bogus] Loot 3 sets of double doors. Wait. Visitor from HQ. We go though 1 door [tc- it clearly didn't matter which] and we find ourselves on a theater stage. Each tier goes down. DM provides a visual reference. The players know this, but the characters don't. Combat. Rewards Story Awards - Favor of the Merchant Savil - Favor of Selune - Other treasure - Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. he spells of this spellbook are written on sheets of high-quality parchment in golden and silver ink. The pages are bound between plates of blue-painted wood. It contains the following spells: banishment, cone of cold, counterspell, detect magic, detect thoughts, fire shield, fly, globe of invulnerability, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, scrying, shield, stoneskin, teleport, time stop, wall of force. Necromancer's Spellbook Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. This spellbook consists of rigid sheets of vellum bound in pale, white leather. It contains the following wizard spells: animate dead, bestow curse, Bigby’s hand, blight, blindness/deafness, circle of death, cloudkill, dimension door, false life, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, stoneskin. Dragon Mark code (already claimed) |
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2025-03-05 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-03-05 Phandelver & Below: Shattered Obelisk ch 6 Game Code - Game Name - Location - DM - Party - Gibbet Crossing 3 combats, back-to-back Loot: |
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2025-06-08 11:00 | FR-DC-THAY-02 How to Seduce a Thayan in Tendays | 61 | 10 | Show | ||||
2025-06-08 FR-DC-THAY-02 How to Seduce a Thayan in Tendays DM: Jamie Chan Party /r 1d10+4 Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards. With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations. Harpers chose us because we are strong adventurers Tharch of Thazalhar Intro One of you must become the competitor. Our job was to try to seduce Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Who will it be? What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at. Merchants or Nobles? Cover name: Amera Vestalia. WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR) Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) What are our roles in the group? We travel to the mansion. He gives us a tour "prior to the festivities." We note his guards are sharp. Walk into a room. Who do you meet? 1st flashback - Snack vendor [tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions. Meet Mikald Required Success Condition [tc- Eventually, I got the idea. We succeed in embarrassing Mikal. Return to room. Mikal is accused of treason and is escorted away. 2nd flashback- We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion. Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball. Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20? Combat 1 Pointy End In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder? Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. ATHORA 3rd flashback - Required Success Condition East room & west room New cover name: Varessa Swiftwind Other patrons "Mikal was a traitor." Smelling Elion's musk I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!” Big as spellplague Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre. Mists But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE. Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you. Harper's Tongue An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead) Laraer Harpers wanted scepter Congratulations, you've gained... Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Story Award(s) One True Love (only Rhyndaera) Consumable(s) Dust of Disappearance Gold Suitor #1 - Cave Heirlooms - 2,000 gp Up to 4005 gp/# of players = 800 gp ...as well as 10 Downtime Days + a level, if you choose to take it. How to Seduce a Thayan in Tendays (FR-DC-THAY-02) Dust of Sneezing and Choking Dust of Disappearance 800 gold Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) 'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?' Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Harper's Tongue (Sentinel Cli Lyre: Undead) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Sentinel. This item glows faintly when Undead creatures are within 120 feet of it. "(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable." |
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2025-08-15 18:00 | DDHC-DD-4 For Whom the Void Calls | 10 | Show | |||||
Session Notes 2025-08-15-B DDHC-DD-4 For Whom the Void Calls Game Code - Game Name - Location - Table - DM - Party - Town of Respite Days of travel Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan. Found a body, ran out of food and water. Hand reaching in a certain direction. Crystal bridge + stone platform, doors of glass and brass. Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator). The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned. Statue: female knight with great sword, looks like an elongated elf. We found water with algae. This is foreboding. Combat 1 Tandur cast Aura of Vitality Combat 2 Found 200 rations Console 2 Astral Gate 3 Apartment Hallway 4 ? Motes of light Forge 1 Lux Suite #1 Door to maint. tunnel Door w/ stairs to apartments Feeling we are being watched in the Merchants' Concourse Voice (Califron again) Who built this wall of rubble? Califron. Gold dragon friend. Sentient bag is eating the dragon's treasure Flawed ruby - 50 gold Library; see creature with 4 eye stalks. Potion Comprehension Lux apartments; gold in walls; extract Air Elemental - Changed to sinister. Invisibile stalker Kobold has 1 silver bar Wrap up DDHC-DD-4 Ring of Jumping, each Mithril Armor, Breastplate, each Potion of Healing (Greater), each Potion of Comprehension, 4 each Clockwork Amulet Bag of Devouring Impermeable Rations, 50 each 1536.25 gp each (1536 gold, 2 silver, 2 copper) Next week |
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2025-03-19 18:00 | FR-DC-VECNA-01, The 3-Body Problem | 10 | Potion of Healing (consumable) (common) | Show | ||||
Session Notes 2025-03-19 FR-DC-VECNA-01, The 3-Body Problem Game Code - Game Name - Location - DM - Party - Neverwinter city, aka Skilled Hands, aka Jewel of the North. Bodies have been appearing. You are to investigate. She has a hunch it may involve cults. If so, we are empowered to defend ourselves. She thinks there are 3 related bodies. 1 has disappeared, but 2 are still being guarded. These bodies have been appearing around the Docks district. A body is in the Docks Market. Guards are protecting it. The second is to be found at the harbormaster's office. He is Jinn. There is a 3rd, which was reported but seems to have disappeared. They were all reported at the same time, which is why she has mentally connected them. That 3rd body was initially discovered in the Swamp Docks area. That semi-autonomous region is controlled by the Zahaguin tribe of fishfolk. If we discover cultist activity, we are to report our findings to her. She can be found here or at the Beached Leviathan #2, a tavern run by a friend of Neverember. We select the harbormaster as the first destination. We arrive. The harbormaster is unconscious in the middle of the room. Combat with shadowy creatures. We prevail. We saved the harbormaster who gives us some information. Most of the information came from viewing the body. The body was covered with etchings, staples and bolts at the wrists, ankles and neck. We also discover a shipment of purple pufferfish destined for Barbous Chateau, a noble house. We are able to collect valuable poisons from the dead fish. See loot. The body is female, high elf, elderly, in a ball dress. One of our party members says she looks familiar, but can't fully recall. Something about snow. (Later on, we discover Yuki is Japanese for snow. That's her name: Yuki) Next, we travel to the Docks Area. The murder area is blocked by Wintershield Guards. They agree to let us pass once we point out we are investigating for the good of the city. On our way we are joined by Kavori Fairheart. Even she couldn't get past the guards, something about jurisdiction. Another female body, surrounded by blood, too much blood for a humanoid creature. Combat - After the battle, we continue our investigation. 1 2 3 4 Something about Bella (incomplete notes: perhaps name of body). Something seems to have changed around the time of the "defeat of the Red Wizards near the coliseum." (See movie: Dungeons & Dragons for more) End of session. Loot: Gold: We also each get 1 healing potion. |
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2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
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 |
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2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Acid Resistance (consumable) (uncommon), Potion of Healing (consumable) (common) | Show | ||||
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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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-08-17 11:00 | FR-DC-THAY-04 What Thayans Want | 70 | 10 | Show | ||||
Session Notes 2025-08-17-A FR-DC-THAY-04 What Thayans Want Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - Party - More later Rewards Congratulations, you've gained... Magic Item(s) Bluesteel (Unbreakable Cast-Off Plate Armor) Story Award(s) The Friends We Made Along The Way Consumable(s) Elemental Gem (Blue Sapphire)* *TREASURE HUNT AWARD GUIDELINES Gold ...as well as 10 Downtime Days + a level, if you choose to take it. Hoard Item Option 1: ZEE’S CONTROL Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!” Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY) You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. When unfolded, the cloth expands like a pool of glossy ink. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity) Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND) A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!” Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY) I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage. He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways. The Friends We Made Along The Way You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure. This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.) When this singular success has been claimed, remove this Story Award from your character. ELEMENTAL GEM (RED CORUNDUM) Wondrous Item, uncommon ELEMENTAL GEM (YELLOW DIAMOND) ELEMENTAL GEM (BLUE SAPPHIRE) |
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2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-15 BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Note: Wolves to the left of us, horses to the right. Combat 1, Init 12 5 suits of chainmail Potion? I thought so, but I didn't write it down, so I won't log it. |
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2025-04-27 12:30 | Trade Log | -5 | Show Trade Log | |||||
Player: Thomas C (t88connolly) |
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2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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2025-02-06 21:02 | Purchase Log | -20 | Show Purchase | |||||
Consumed 20 downtime to... |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime ▼ | Renown | |
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2025-08-01 18:00 | DDHC-DD-7 Dragon Delves: Before the Storm (part 1) | 10 | Show | |||||
Session Notes 2025-08-01 DDHC-DD-7 Party - We begin by helping save people in the burning tavern. We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane. Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air. We ask questions and gather more facts from those we saved. A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description. Mayor Gail (f) orc - Black Dragon = Acid. Adult 2 hours north. Harlow. Faerie deer. Combat 1 After combat Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals). 1 pirate captive, David. Chapter is not complete. Will complete next week. |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-02-18 18:00 | DDHC-JRC-CH8 Mists of Manivarsha | 10 | Show | |||||
DDHC-JRC-CH8 Mists of Manivarsha Game Code - Game Name - Location - DM - Party - We start in Baldur's Gate at the Adventurers League Hall in the lower city. It is a 3-story building. It's raining. As each of us enters, we are greeted by Yola at the front desk. She knows we've been requested. She provides a place to gather, the bar. We are being asked to provide security for the Suhunka Trials (games [Olympics]) in Shugapoor (city). The job lasts for 12 days. Each will get 200 gp. We enter a separate room. A stone goliath sits in front of a bowl. We are asked to sit around the bowl, too. He is: The 3 great cities are involved in the games. Aravati temple (?) in Maravarey (?) Nisha (nickname) in Manivarsha is the target of our protection. The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities. Shell, mix Tents, vendors, a stage near the temple, all on a quay. This is: Humid, hot, balmy. I spend 10 silver for 2 more rations. Tidal waves engulf the market square while Nisha is dancing. 2 hostile turtles are deposited. We fight them to save the citizens, while attempting to protect Nisha. Next wave, 2 electric eels are deposited. Nisha decides to take shelter in the temple. Keyrie accompanies (carries?) her. A third wave, this time imbued with glowing red light. Keyrie sees Nisha turn to water and vanish. Meanwhile the rest continue the battle. We prevail. We talk to Plabon. He said the red wave brought up emotions, jealousy. Session ends. |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-02-19 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-02-19 Phandelver and Below: Shattered Obelisk, ch. 6 Game Code - Game Name - Location - DM - Party - Andrew helped me determine my deity is Selune. Drapes with symbols of coins and spiders. Another room, another combat. 16.6.6 gold. |
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2025-06-07 16:00 | DDEP 06-02 - Return to White Plume Mountain (T2) | 41 | 10 | Show | ||||
Session Notes 2025-06-07 [2025-06-07] Saturday Remember Tandur has +2 on Death Saves (from Blessing & from Ring). DM: Matt Brown Party Party Name: Announcements - Our jobs: The rescue is the job. Killing Kelvan is a bonus Each group will have a special Sending Stone. T2 T3 Mylo grants 14 Temp HP DM: something about Dram & Colendra Combat 1 DM Matt Brown (GM): Discover man under Geas forced to sing a song forever. He can't leave. But he has a coral key around his neck. What will he trade for? A new song. We teach a new song. We get the key. Loot DM Matt Brown (GM): 7 minutes to decide (decode) "how many keys?" No clear answer to how many doors. We eventually say "The maximum keys," and the adventure continues. We open a door and magically find ourselves in a prison. [tc- that's so bogus] Loot 3 sets of double doors. Wait. Visitor from HQ. We go though 1 door [tc- it clearly didn't matter which] and we find ourselves on a theater stage. Each tier goes down. DM provides a visual reference. The players know this, but the characters don't. Combat. Rewards Story Awards - Favor of the Merchant Savil - Favor of Selune - Other treasure - Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. he spells of this spellbook are written on sheets of high-quality parchment in golden and silver ink. The pages are bound between plates of blue-painted wood. It contains the following spells: banishment, cone of cold, counterspell, detect magic, detect thoughts, fire shield, fly, globe of invulnerability, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, scrying, shield, stoneskin, teleport, time stop, wall of force. Necromancer's Spellbook Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. This spellbook consists of rigid sheets of vellum bound in pale, white leather. It contains the following wizard spells: animate dead, bestow curse, Bigby’s hand, blight, blindness/deafness, circle of death, cloudkill, dimension door, false life, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, stoneskin. Dragon Mark code (already claimed) |
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2025-03-05 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-03-05 Phandelver & Below: Shattered Obelisk ch 6 Game Code - Game Name - Location - DM - Party - Gibbet Crossing 3 combats, back-to-back Loot: |
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2025-06-08 11:00 | FR-DC-THAY-02 How to Seduce a Thayan in Tendays | 61 | 10 | Show | ||||
2025-06-08 FR-DC-THAY-02 How to Seduce a Thayan in Tendays DM: Jamie Chan Party /r 1d10+4 Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards. With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations. Harpers chose us because we are strong adventurers Tharch of Thazalhar Intro One of you must become the competitor. Our job was to try to seduce Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Who will it be? What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at. Merchants or Nobles? Cover name: Amera Vestalia. WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR) Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) What are our roles in the group? We travel to the mansion. He gives us a tour "prior to the festivities." We note his guards are sharp. Walk into a room. Who do you meet? 1st flashback - Snack vendor [tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions. Meet Mikald Required Success Condition [tc- Eventually, I got the idea. We succeed in embarrassing Mikal. Return to room. Mikal is accused of treason and is escorted away. 2nd flashback- We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion. Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball. Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20? Combat 1 Pointy End In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder? Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. ATHORA 3rd flashback - Required Success Condition East room & west room New cover name: Varessa Swiftwind Other patrons "Mikal was a traitor." Smelling Elion's musk I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!” Big as spellplague Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre. Mists But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE. Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you. Harper's Tongue An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead) Laraer Harpers wanted scepter Congratulations, you've gained... Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Story Award(s) One True Love (only Rhyndaera) Consumable(s) Dust of Disappearance Gold Suitor #1 - Cave Heirlooms - 2,000 gp Up to 4005 gp/# of players = 800 gp ...as well as 10 Downtime Days + a level, if you choose to take it. How to Seduce a Thayan in Tendays (FR-DC-THAY-02) Dust of Sneezing and Choking Dust of Disappearance 800 gold Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) 'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?' Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Harper's Tongue (Sentinel Cli Lyre: Undead) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Sentinel. This item glows faintly when Undead creatures are within 120 feet of it. "(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable." |
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2025-08-15 18:00 | DDHC-DD-4 For Whom the Void Calls | 10 | Show | |||||
Session Notes 2025-08-15-B DDHC-DD-4 For Whom the Void Calls Game Code - Game Name - Location - Table - DM - Party - Town of Respite Days of travel Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan. Found a body, ran out of food and water. Hand reaching in a certain direction. Crystal bridge + stone platform, doors of glass and brass. Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator). The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned. Statue: female knight with great sword, looks like an elongated elf. We found water with algae. This is foreboding. Combat 1 Tandur cast Aura of Vitality Combat 2 Found 200 rations Console 2 Astral Gate 3 Apartment Hallway 4 ? Motes of light Forge 1 Lux Suite #1 Door to maint. tunnel Door w/ stairs to apartments Feeling we are being watched in the Merchants' Concourse Voice (Califron again) Who built this wall of rubble? Califron. Gold dragon friend. Sentient bag is eating the dragon's treasure Flawed ruby - 50 gold Library; see creature with 4 eye stalks. Potion Comprehension Lux apartments; gold in walls; extract Air Elemental - Changed to sinister. Invisibile stalker Kobold has 1 silver bar Wrap up DDHC-DD-4 Ring of Jumping, each Mithril Armor, Breastplate, each Potion of Healing (Greater), each Potion of Comprehension, 4 each Clockwork Amulet Bag of Devouring Impermeable Rations, 50 each 1536.25 gp each (1536 gold, 2 silver, 2 copper) Next week |
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2025-03-19 18:00 | FR-DC-VECNA-01, The 3-Body Problem | 10 | Show | |||||
Session Notes 2025-03-19 FR-DC-VECNA-01, The 3-Body Problem Game Code - Game Name - Location - DM - Party - Neverwinter city, aka Skilled Hands, aka Jewel of the North. Bodies have been appearing. You are to investigate. She has a hunch it may involve cults. If so, we are empowered to defend ourselves. She thinks there are 3 related bodies. 1 has disappeared, but 2 are still being guarded. These bodies have been appearing around the Docks district. A body is in the Docks Market. Guards are protecting it. The second is to be found at the harbormaster's office. He is Jinn. There is a 3rd, which was reported but seems to have disappeared. They were all reported at the same time, which is why she has mentally connected them. That 3rd body was initially discovered in the Swamp Docks area. That semi-autonomous region is controlled by the Zahaguin tribe of fishfolk. If we discover cultist activity, we are to report our findings to her. She can be found here or at the Beached Leviathan #2, a tavern run by a friend of Neverember. We select the harbormaster as the first destination. We arrive. The harbormaster is unconscious in the middle of the room. Combat with shadowy creatures. We prevail. We saved the harbormaster who gives us some information. Most of the information came from viewing the body. The body was covered with etchings, staples and bolts at the wrists, ankles and neck. We also discover a shipment of purple pufferfish destined for Barbous Chateau, a noble house. We are able to collect valuable poisons from the dead fish. See loot. The body is female, high elf, elderly, in a ball dress. One of our party members says she looks familiar, but can't fully recall. Something about snow. (Later on, we discover Yuki is Japanese for snow. That's her name: Yuki) Next, we travel to the Docks Area. The murder area is blocked by Wintershield Guards. They agree to let us pass once we point out we are investigating for the good of the city. On our way we are joined by Kavori Fairheart. Even she couldn't get past the guards, something about jurisdiction. Another female body, surrounded by blood, too much blood for a humanoid creature. Combat - After the battle, we continue our investigation. 1 2 3 4 Something about Bella (incomplete notes: perhaps name of body). Something seems to have changed around the time of the "defeat of the Red Wizards near the coliseum." (See movie: Dungeons & Dragons for more) End of session. Loot: Gold: We also each get 1 healing potion. |
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2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
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 |
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2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Show | |||||
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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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-08-17 11:00 | FR-DC-THAY-04 What Thayans Want | 70 | 10 | Show | ||||
Session Notes 2025-08-17-A FR-DC-THAY-04 What Thayans Want Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - Party - More later Rewards Congratulations, you've gained... Magic Item(s) Bluesteel (Unbreakable Cast-Off Plate Armor) Story Award(s) The Friends We Made Along The Way Consumable(s) Elemental Gem (Blue Sapphire)* *TREASURE HUNT AWARD GUIDELINES Gold ...as well as 10 Downtime Days + a level, if you choose to take it. Hoard Item Option 1: ZEE’S CONTROL Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!” Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY) You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. When unfolded, the cloth expands like a pool of glossy ink. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity) Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND) A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!” Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY) I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage. He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways. The Friends We Made Along The Way You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure. This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.) When this singular success has been claimed, remove this Story Award from your character. ELEMENTAL GEM (RED CORUNDUM) Wondrous Item, uncommon ELEMENTAL GEM (YELLOW DIAMOND) ELEMENTAL GEM (BLUE SAPPHIRE) |
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2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-15 BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Note: Wolves to the left of us, horses to the right. Combat 1, Init 12 5 suits of chainmail Potion? I thought so, but I didn't write it down, so I won't log it. |
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2025-04-27 12:30 | Trade Log | -5 | Show Trade Log | |||||
Player: Thomas C (t88connolly) |
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2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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2025-02-06 21:02 | Purchase Log | -20 | Show Purchase | |||||
Consumed 20 downtime to... |
Date Played | Adventure Title | Session | XP | GP | Downtime ▼ | Renown | Magic Items | |
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2025-08-01 18:00 | DDHC-DD-7 Dragon Delves: Before the Storm (part 1) | 10 | Show | |||||
Session Notes 2025-08-01 DDHC-DD-7 Party - We begin by helping save people in the burning tavern. We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane. Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air. We ask questions and gather more facts from those we saved. A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description. Mayor Gail (f) orc - Black Dragon = Acid. Adult 2 hours north. Harlow. Faerie deer. Combat 1 After combat Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals). 1 pirate captive, David. Chapter is not complete. Will complete next week. |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-02-18 18:00 | DDHC-JRC-CH8 Mists of Manivarsha | 10 | Show | |||||
DDHC-JRC-CH8 Mists of Manivarsha Game Code - Game Name - Location - DM - Party - We start in Baldur's Gate at the Adventurers League Hall in the lower city. It is a 3-story building. It's raining. As each of us enters, we are greeted by Yola at the front desk. She knows we've been requested. She provides a place to gather, the bar. We are being asked to provide security for the Suhunka Trials (games [Olympics]) in Shugapoor (city). The job lasts for 12 days. Each will get 200 gp. We enter a separate room. A stone goliath sits in front of a bowl. We are asked to sit around the bowl, too. He is: The 3 great cities are involved in the games. Aravati temple (?) in Maravarey (?) Nisha (nickname) in Manivarsha is the target of our protection. The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities. Shell, mix Tents, vendors, a stage near the temple, all on a quay. This is: Humid, hot, balmy. I spend 10 silver for 2 more rations. Tidal waves engulf the market square while Nisha is dancing. 2 hostile turtles are deposited. We fight them to save the citizens, while attempting to protect Nisha. Next wave, 2 electric eels are deposited. Nisha decides to take shelter in the temple. Keyrie accompanies (carries?) her. A third wave, this time imbued with glowing red light. Keyrie sees Nisha turn to water and vanish. Meanwhile the rest continue the battle. We prevail. We talk to Plabon. He said the red wave brought up emotions, jealousy. Session ends. |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-02-19 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-02-19 Phandelver and Below: Shattered Obelisk, ch. 6 Game Code - Game Name - Location - DM - Party - Andrew helped me determine my deity is Selune. Drapes with symbols of coins and spiders. Another room, another combat. 16.6.6 gold. |
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2025-06-07 16:00 | DDEP 06-02 - Return to White Plume Mountain (T2) | 41 | 10 | Show | ||||
Session Notes 2025-06-07 [2025-06-07] Saturday Remember Tandur has +2 on Death Saves (from Blessing & from Ring). DM: Matt Brown Party Party Name: Announcements - Our jobs: The rescue is the job. Killing Kelvan is a bonus Each group will have a special Sending Stone. T2 T3 Mylo grants 14 Temp HP DM: something about Dram & Colendra Combat 1 DM Matt Brown (GM): Discover man under Geas forced to sing a song forever. He can't leave. But he has a coral key around his neck. What will he trade for? A new song. We teach a new song. We get the key. Loot DM Matt Brown (GM): 7 minutes to decide (decode) "how many keys?" No clear answer to how many doors. We eventually say "The maximum keys," and the adventure continues. We open a door and magically find ourselves in a prison. [tc- that's so bogus] Loot 3 sets of double doors. Wait. Visitor from HQ. We go though 1 door [tc- it clearly didn't matter which] and we find ourselves on a theater stage. Each tier goes down. DM provides a visual reference. The players know this, but the characters don't. Combat. Rewards Story Awards - Favor of the Merchant Savil - Favor of Selune - Other treasure - Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. he spells of this spellbook are written on sheets of high-quality parchment in golden and silver ink. The pages are bound between plates of blue-painted wood. It contains the following spells: banishment, cone of cold, counterspell, detect magic, detect thoughts, fire shield, fly, globe of invulnerability, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, scrying, shield, stoneskin, teleport, time stop, wall of force. Necromancer's Spellbook Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. This spellbook consists of rigid sheets of vellum bound in pale, white leather. It contains the following wizard spells: animate dead, bestow curse, Bigby’s hand, blight, blindness/deafness, circle of death, cloudkill, dimension door, false life, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, stoneskin. Dragon Mark code (already claimed) |
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2025-03-05 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-03-05 Phandelver & Below: Shattered Obelisk ch 6 Game Code - Game Name - Location - DM - Party - Gibbet Crossing 3 combats, back-to-back Loot: |
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2025-06-08 11:00 | FR-DC-THAY-02 How to Seduce a Thayan in Tendays | 61 | 10 | Show | ||||
2025-06-08 FR-DC-THAY-02 How to Seduce a Thayan in Tendays DM: Jamie Chan Party /r 1d10+4 Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards. With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations. Harpers chose us because we are strong adventurers Tharch of Thazalhar Intro One of you must become the competitor. Our job was to try to seduce Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Who will it be? What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at. Merchants or Nobles? Cover name: Amera Vestalia. WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR) Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) What are our roles in the group? We travel to the mansion. He gives us a tour "prior to the festivities." We note his guards are sharp. Walk into a room. Who do you meet? 1st flashback - Snack vendor [tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions. Meet Mikald Required Success Condition [tc- Eventually, I got the idea. We succeed in embarrassing Mikal. Return to room. Mikal is accused of treason and is escorted away. 2nd flashback- We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion. Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball. Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20? Combat 1 Pointy End In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder? Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. ATHORA 3rd flashback - Required Success Condition East room & west room New cover name: Varessa Swiftwind Other patrons "Mikal was a traitor." Smelling Elion's musk I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!” Big as spellplague Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre. Mists But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE. Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you. Harper's Tongue An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead) Laraer Harpers wanted scepter Congratulations, you've gained... Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Story Award(s) One True Love (only Rhyndaera) Consumable(s) Dust of Disappearance Gold Suitor #1 - Cave Heirlooms - 2,000 gp Up to 4005 gp/# of players = 800 gp ...as well as 10 Downtime Days + a level, if you choose to take it. How to Seduce a Thayan in Tendays (FR-DC-THAY-02) Dust of Sneezing and Choking Dust of Disappearance 800 gold Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) 'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?' Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Harper's Tongue (Sentinel Cli Lyre: Undead) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Sentinel. This item glows faintly when Undead creatures are within 120 feet of it. "(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable." |
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2025-08-15 18:00 | DDHC-DD-4 For Whom the Void Calls | 10 | Show | |||||
Session Notes 2025-08-15-B DDHC-DD-4 For Whom the Void Calls Game Code - Game Name - Location - Table - DM - Party - Town of Respite Days of travel Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan. Found a body, ran out of food and water. Hand reaching in a certain direction. Crystal bridge + stone platform, doors of glass and brass. Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator). The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned. Statue: female knight with great sword, looks like an elongated elf. We found water with algae. This is foreboding. Combat 1 Tandur cast Aura of Vitality Combat 2 Found 200 rations Console 2 Astral Gate 3 Apartment Hallway 4 ? Motes of light Forge 1 Lux Suite #1 Door to maint. tunnel Door w/ stairs to apartments Feeling we are being watched in the Merchants' Concourse Voice (Califron again) Who built this wall of rubble? Califron. Gold dragon friend. Sentient bag is eating the dragon's treasure Flawed ruby - 50 gold Library; see creature with 4 eye stalks. Potion Comprehension Lux apartments; gold in walls; extract Air Elemental - Changed to sinister. Invisibile stalker Kobold has 1 silver bar Wrap up DDHC-DD-4 Ring of Jumping, each Mithril Armor, Breastplate, each Potion of Healing (Greater), each Potion of Comprehension, 4 each Clockwork Amulet Bag of Devouring Impermeable Rations, 50 each 1536.25 gp each (1536 gold, 2 silver, 2 copper) Next week |
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2025-03-19 18:00 | FR-DC-VECNA-01, The 3-Body Problem | 10 | Potion of Healing (consumable) (common) | Show | ||||
Session Notes 2025-03-19 FR-DC-VECNA-01, The 3-Body Problem Game Code - Game Name - Location - DM - Party - Neverwinter city, aka Skilled Hands, aka Jewel of the North. Bodies have been appearing. You are to investigate. She has a hunch it may involve cults. If so, we are empowered to defend ourselves. She thinks there are 3 related bodies. 1 has disappeared, but 2 are still being guarded. These bodies have been appearing around the Docks district. A body is in the Docks Market. Guards are protecting it. The second is to be found at the harbormaster's office. He is Jinn. There is a 3rd, which was reported but seems to have disappeared. They were all reported at the same time, which is why she has mentally connected them. That 3rd body was initially discovered in the Swamp Docks area. That semi-autonomous region is controlled by the Zahaguin tribe of fishfolk. If we discover cultist activity, we are to report our findings to her. She can be found here or at the Beached Leviathan #2, a tavern run by a friend of Neverember. We select the harbormaster as the first destination. We arrive. The harbormaster is unconscious in the middle of the room. Combat with shadowy creatures. We prevail. We saved the harbormaster who gives us some information. Most of the information came from viewing the body. The body was covered with etchings, staples and bolts at the wrists, ankles and neck. We also discover a shipment of purple pufferfish destined for Barbous Chateau, a noble house. We are able to collect valuable poisons from the dead fish. See loot. The body is female, high elf, elderly, in a ball dress. One of our party members says she looks familiar, but can't fully recall. Something about snow. (Later on, we discover Yuki is Japanese for snow. That's her name: Yuki) Next, we travel to the Docks Area. The murder area is blocked by Wintershield Guards. They agree to let us pass once we point out we are investigating for the good of the city. On our way we are joined by Kavori Fairheart. Even she couldn't get past the guards, something about jurisdiction. Another female body, surrounded by blood, too much blood for a humanoid creature. Combat - After the battle, we continue our investigation. 1 2 3 4 Something about Bella (incomplete notes: perhaps name of body). Something seems to have changed around the time of the "defeat of the Red Wizards near the coliseum." (See movie: Dungeons & Dragons for more) End of session. Loot: Gold: We also each get 1 healing potion. |
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2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
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 |
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2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Acid Resistance (consumable) (uncommon), Potion of Healing (consumable) (common) | Show | ||||
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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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-08-17 11:00 | FR-DC-THAY-04 What Thayans Want | 70 | 10 | Show | ||||
Session Notes 2025-08-17-A FR-DC-THAY-04 What Thayans Want Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - Party - More later Rewards Congratulations, you've gained... Magic Item(s) Bluesteel (Unbreakable Cast-Off Plate Armor) Story Award(s) The Friends We Made Along The Way Consumable(s) Elemental Gem (Blue Sapphire)* *TREASURE HUNT AWARD GUIDELINES Gold ...as well as 10 Downtime Days + a level, if you choose to take it. Hoard Item Option 1: ZEE’S CONTROL Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!” Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY) You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. When unfolded, the cloth expands like a pool of glossy ink. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity) Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND) A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!” Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY) I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage. He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways. The Friends We Made Along The Way You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure. This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.) When this singular success has been claimed, remove this Story Award from your character. ELEMENTAL GEM (RED CORUNDUM) Wondrous Item, uncommon ELEMENTAL GEM (YELLOW DIAMOND) ELEMENTAL GEM (BLUE SAPPHIRE) |
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2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-15 BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Note: Wolves to the left of us, horses to the right. Combat 1, Init 12 5 suits of chainmail Potion? I thought so, but I didn't write it down, so I won't log it. |
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2025-04-27 12:30 | Trade Log | -5 | Show Trade Log | |||||
Player: Thomas C (t88connolly) |
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2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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2025-02-06 21:02 | Purchase Log | -20 | Show Purchase | |||||
Consumed 20 downtime to... |