Tandur Character Sheet
Log Entries
| Date Played | Adventure Title ▼ | Session | Levels | GP | Downtime | Magic Items | ||
|---|---|---|---|---|---|---|---|---|
| 2025-06-07 16:00 | DDEP 06-02 - Return to White Plume Mountain (T2) | 41 | 10 | Show | ||||
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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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| 2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Healing (consumable) (common), Potion of Acid Resistance (consumable) (uncommon) | Show | ||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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| 2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each |
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| 2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
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Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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| 2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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| 2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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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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| 2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
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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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| Date Played | Adventure Title ▼ | Tier | Session | ACP | TCP | Downtime | Renown | |
|---|---|---|---|---|---|---|---|---|
| 2025-06-07 16:00 | DDEP 06-02 - Return to White Plume Mountain (T2) | 41 | 10 | Show | ||||
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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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| 2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Show | |||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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| 2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each |
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| 2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
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Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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| 2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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| 2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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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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| 2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
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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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| Date Played | Adventure Title ▼ | Session | XP | GP | Downtime | Renown | Magic Items | |
|---|---|---|---|---|---|---|---|---|
| 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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| 2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Healing (consumable) (common), Potion of Acid Resistance (consumable) (uncommon) | Show | ||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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| 2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
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DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each |
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| 2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
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Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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| 2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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| 2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
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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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| 2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
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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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