Tandur Character Sheet
Log Entries
| Date Played | Adventure Title | Session | Levels | GP | Downtime ▼ | Magic Items | ||
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| 2025-08-15 18:00 | DDHC-DD-4 For Whom the Void Calls | 10 | Show | |||||
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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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| 2025-08-17 11:00 | FR-DC-THAY-04 What Thayans Want | 70 | 10 | Show | ||||
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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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| 2025-08-22 18:00 | DDHC-KGV-09 Shard of the Accursed | 10 | Show | |||||
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Session Notes 2025-08-22 DDHC-KGV-09 Shard of the Accursed Game Code - Game Name - Location - Table - DM - Party - Lex (f) human Ro-9 (Carsin) We meet with a potential employer at a dusty warehouse owned by the We are brought into a private office to meet with Jamishka. He wants to offer us a contract. He gives us the history of a town called Oztocan. Recently, the town started mining a new mineral. It's where he's from. He cares about it. But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it. This requires 2 things - Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town. He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name. He knows about a new shadow organization: Onyx Scar. More history. Leandro - Relago - I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB. Leandro Sedhar Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks. Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history. Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it. In the course of a conversation, Leandro shares the following information with the characters: Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.” Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.” Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.” Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.” Our rogue pulls a playing card off his fancy hat. The object is imbued with magic. Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too. The nature of the magic imbued in the object is wild, wild & ancient. Our contract. We will gain full set of eleven chain in return for completion. He offers us the use of his magical carriage. It is powered by magic but does have a driver. We depart. It's about a day's travel. It's nighttime. Arrived: Oztocan. Vigilant Blessing: Lex [ ] spent 12 gold buying information from city guard. Distracted/sleepy. The rest of the players discovered... Distracted/ We agreed to become actors in Leandro's play. I was assigned baboon. We assemble below the theater. Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard. Tavio was aware (of something unethical) and was covering for Aminta. There are 4 suggested ways in: We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises. DM: make Deception (how good is your costume) or Perception (how well you can find good costume items). Good roll: Percep 22 We travel to main entrance. We are escorted. Statue room. Statue is missing the heart. Scaffolding. Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk. Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate. Enter crypt. Amina instructed city guard to become/join Onyx Scar. The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat. Combat 1 Init 7 Rewards Full suit Elven Chain Octocanite crystal x2 each A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
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Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
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Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 11:00 | WBW-DC-DES-01-07 The Dark Thread | 4 | 10 | Show | ||||
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Rewards - Consumable Treasures Staff of Swarming Insects ("Mildy's Staff") This staff has 10 charges. Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Mildy’s Staff is a branch of ebon wood leaking a crimson sap despite years of being removed from the Gulthias Tree. Insects called by it are cruel, biting and stinging all save for the creature attuned to the staff. Mildy can craft more of these staves, and all can be recalled to her with an action so long as she and the staff are on the same plane. The staff is treated as unholy, a legacy of its crafting, and evil plant creatures view its wielder favorably. Talking Doll While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your Attunement to the doll ends. This talking doll takes the form of a hand puppet that requires full use to teach it new phrases. The doll resembles a dark-haired man wearing regal garb. His face features red-button eyes and felt fangs. Dragon Marks |
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| 2025-12-31 12:30 | DDHC-KGV-07 Axe from the Grave | 10 | Show | |||||
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Session Notes 2025-12-31 DDHC-KGV-07 Axe from the Grave Game Code - Game Name - Location - Table - DM - Party - Tasked by the golden vault to help a corpse, we learned the corpse is angry at having its grave robbed. We must obtain and return the Golden Axe, a mandolin, an instrument of the bard. We must infiltrate the music conservatory. 2 back-to-back combats Rewards - Used consumables |
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| 2026-01-04 12:55 | Purchase Log | -2 | Show Purchase | |||||
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Deduct 2 gold & 2 downtime to enter spell into |
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| 2025-04-27 12:30 | Trade Log | -5 | Show Trade Log | |||||
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Player: Thomas C (t88connolly) |
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| 2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
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Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
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I give: From: I will get: -5 downtime |
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| 2025-02-06 21:02 | Purchase Log | -20 | Show Purchase | |||||
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Consumed 20 downtime to... |
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| 2025-02-06 19:41 | Purchase Log | -20 | Show Purchase | |||||
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Added 2 levels of cleric |
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| Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime ▼ | Renown | |
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| 2025-08-15 18:00 | DDHC-DD-4 For Whom the Void Calls | 10 | Show | |||||
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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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| 2025-08-17 11:00 | FR-DC-THAY-04 What Thayans Want | 70 | 10 | Show | ||||
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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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| 2025-08-22 18:00 | DDHC-KGV-09 Shard of the Accursed | 10 | Show | |||||
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Session Notes 2025-08-22 DDHC-KGV-09 Shard of the Accursed Game Code - Game Name - Location - Table - DM - Party - Lex (f) human Ro-9 (Carsin) We meet with a potential employer at a dusty warehouse owned by the We are brought into a private office to meet with Jamishka. He wants to offer us a contract. He gives us the history of a town called Oztocan. Recently, the town started mining a new mineral. It's where he's from. He cares about it. But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it. This requires 2 things - Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town. He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name. He knows about a new shadow organization: Onyx Scar. More history. Leandro - Relago - I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB. Leandro Sedhar Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks. Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history. Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it. In the course of a conversation, Leandro shares the following information with the characters: Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.” Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.” Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.” Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.” Our rogue pulls a playing card off his fancy hat. The object is imbued with magic. Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too. The nature of the magic imbued in the object is wild, wild & ancient. Our contract. We will gain full set of eleven chain in return for completion. He offers us the use of his magical carriage. It is powered by magic but does have a driver. We depart. It's about a day's travel. It's nighttime. Arrived: Oztocan. Vigilant Blessing: Lex [ ] spent 12 gold buying information from city guard. Distracted/sleepy. The rest of the players discovered... Distracted/ We agreed to become actors in Leandro's play. I was assigned baboon. We assemble below the theater. Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard. Tavio was aware (of something unethical) and was covering for Aminta. There are 4 suggested ways in: We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises. DM: make Deception (how good is your costume) or Perception (how well you can find good costume items). Good roll: Percep 22 We travel to main entrance. We are escorted. Statue room. Statue is missing the heart. Scaffolding. Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk. Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate. Enter crypt. Amina instructed city guard to become/join Onyx Scar. The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat. Combat 1 Init 7 Rewards Full suit Elven Chain Octocanite crystal x2 each A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
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Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
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Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 11:00 | WBW-DC-DES-01-07 The Dark Thread | 4 | 10 | Show | ||||
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Rewards - Consumable Treasures Staff of Swarming Insects ("Mildy's Staff") This staff has 10 charges. Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Mildy’s Staff is a branch of ebon wood leaking a crimson sap despite years of being removed from the Gulthias Tree. Insects called by it are cruel, biting and stinging all save for the creature attuned to the staff. Mildy can craft more of these staves, and all can be recalled to her with an action so long as she and the staff are on the same plane. The staff is treated as unholy, a legacy of its crafting, and evil plant creatures view its wielder favorably. Talking Doll While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your Attunement to the doll ends. This talking doll takes the form of a hand puppet that requires full use to teach it new phrases. The doll resembles a dark-haired man wearing regal garb. His face features red-button eyes and felt fangs. Dragon Marks |
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| 2025-12-31 12:30 | DDHC-KGV-07 Axe from the Grave | 10 | Show | |||||
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Session Notes 2025-12-31 DDHC-KGV-07 Axe from the Grave Game Code - Game Name - Location - Table - DM - Party - Tasked by the golden vault to help a corpse, we learned the corpse is angry at having its grave robbed. We must obtain and return the Golden Axe, a mandolin, an instrument of the bard. We must infiltrate the music conservatory. 2 back-to-back combats Rewards - Used consumables |
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| 2026-01-04 12:55 | Purchase Log | -2 | Show Purchase | |||||
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Deduct 2 gold & 2 downtime to enter spell into |
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| 2025-04-27 12:30 | Trade Log | -5 | Show Trade Log | |||||
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Player: Thomas C (t88connolly) |
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| 2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
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Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
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I give: From: I will get: -5 downtime |
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| 2025-02-06 21:02 | Purchase Log | -20 | Show Purchase | |||||
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Consumed 20 downtime to... |
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| 2025-02-06 19:41 | Purchase Log | -20 | Show Purchase | |||||
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Added 2 levels of cleric |
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| 2025-08-15 18:00 | DDHC-DD-4 For Whom the Void Calls | 10 | Show | |||||
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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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| 2025-08-17 11:00 | FR-DC-THAY-04 What Thayans Want | 70 | 10 | Show | ||||
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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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| 2025-08-22 18:00 | DDHC-KGV-09 Shard of the Accursed | 10 | Show | |||||
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Session Notes 2025-08-22 DDHC-KGV-09 Shard of the Accursed Game Code - Game Name - Location - Table - DM - Party - Lex (f) human Ro-9 (Carsin) We meet with a potential employer at a dusty warehouse owned by the We are brought into a private office to meet with Jamishka. He wants to offer us a contract. He gives us the history of a town called Oztocan. Recently, the town started mining a new mineral. It's where he's from. He cares about it. But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it. This requires 2 things - Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town. He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name. He knows about a new shadow organization: Onyx Scar. More history. Leandro - Relago - I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB. Leandro Sedhar Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks. Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history. Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it. In the course of a conversation, Leandro shares the following information with the characters: Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.” Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.” Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.” Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.” Our rogue pulls a playing card off his fancy hat. The object is imbued with magic. Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too. The nature of the magic imbued in the object is wild, wild & ancient. Our contract. We will gain full set of eleven chain in return for completion. He offers us the use of his magical carriage. It is powered by magic but does have a driver. We depart. It's about a day's travel. It's nighttime. Arrived: Oztocan. Vigilant Blessing: Lex [ ] spent 12 gold buying information from city guard. Distracted/sleepy. The rest of the players discovered... Distracted/ We agreed to become actors in Leandro's play. I was assigned baboon. We assemble below the theater. Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard. Tavio was aware (of something unethical) and was covering for Aminta. There are 4 suggested ways in: We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises. DM: make Deception (how good is your costume) or Perception (how well you can find good costume items). Good roll: Percep 22 We travel to main entrance. We are escorted. Statue room. Statue is missing the heart. Scaffolding. Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk. Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate. Enter crypt. Amina instructed city guard to become/join Onyx Scar. The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat. Combat 1 Init 7 Rewards Full suit Elven Chain Octocanite crystal x2 each A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
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Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
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Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 11:00 | WBW-DC-DES-01-07 The Dark Thread | 4 | 10 | Show | ||||
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Rewards - Consumable Treasures Staff of Swarming Insects ("Mildy's Staff") This staff has 10 charges. Insect Cloud. While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Mildy’s Staff is a branch of ebon wood leaking a crimson sap despite years of being removed from the Gulthias Tree. Insects called by it are cruel, biting and stinging all save for the creature attuned to the staff. Mildy can craft more of these staves, and all can be recalled to her with an action so long as she and the staff are on the same plane. The staff is treated as unholy, a legacy of its crafting, and evil plant creatures view its wielder favorably. Talking Doll While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your Attunement to the doll ends. This talking doll takes the form of a hand puppet that requires full use to teach it new phrases. The doll resembles a dark-haired man wearing regal garb. His face features red-button eyes and felt fangs. Dragon Marks |
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| 2025-12-31 12:30 | DDHC-KGV-07 Axe from the Grave | 10 | Show | |||||
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Session Notes 2025-12-31 DDHC-KGV-07 Axe from the Grave Game Code - Game Name - Location - Table - DM - Party - Tasked by the golden vault to help a corpse, we learned the corpse is angry at having its grave robbed. We must obtain and return the Golden Axe, a mandolin, an instrument of the bard. We must infiltrate the music conservatory. 2 back-to-back combats Rewards - Used consumables |
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| 2026-01-04 12:55 | Purchase Log | -2 | Show Purchase | |||||
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Deduct 2 gold & 2 downtime to enter spell into |
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| 2025-04-27 12:30 | Trade Log | -5 | Show Trade Log | |||||
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Player: Thomas C (t88connolly) |
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| 2025-03-24 20:10 | Trade Log | -5 | Show Trade Log | |||||
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Bracers of Defense (rare) from Tandur (vault) to Krell (character sheet) |
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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
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I give: From: I will get: -5 downtime |
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| 2025-02-06 21:02 | Purchase Log | -20 | Show Purchase | |||||
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Consumed 20 downtime to... |
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| 2025-02-06 19:41 | Purchase Log | -20 | Show Purchase | |||||
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Added 2 levels of cleric |
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