Tandur Character Sheet
Log Entries
| Date Played | Adventure Title | Session ▼ | Levels | GP | Downtime | Magic Items | ||
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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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| 2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
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Session Notes 2025-04-06 PO-BMG-MOON-POB-07 - Of Romance and Dalliances DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure. Cantrips Lv1 Lv2 Lv3 We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep. Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right. Queen missed it Kendrick Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband. The queen summons all the guests. They offer to help. We need to investigate the town. New handout, a whole page. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss. The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee. We return with the remaining loot. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
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| 2025-06-08 11:00 | FR-DC-THAY-02 How to Seduce a Thayan in Tendays | 61 | 10 | Show | ||||
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2025-06-08 FR-DC-THAY-02 How to Seduce a Thayan in Tendays DM: Jamie Chan Party /r 1d10+4 Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards. With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations. Harpers chose us because we are strong adventurers Tharch of Thazalhar Intro One of you must become the competitor. Our job was to try to seduce Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Who will it be? What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at. Merchants or Nobles? Cover name: Amera Vestalia. WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR) Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) What are our roles in the group? We travel to the mansion. He gives us a tour "prior to the festivities." We note his guards are sharp. Walk into a room. Who do you meet? 1st flashback - Snack vendor [tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions. Meet Mikald Required Success Condition [tc- Eventually, I got the idea. We succeed in embarrassing Mikal. Return to room. Mikal is accused of treason and is escorted away. 2nd flashback- We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion. Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball. Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20? Combat 1 Pointy End In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder? Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. ATHORA 3rd flashback - Required Success Condition East room & west room New cover name: Varessa Swiftwind Other patrons "Mikal was a traitor." Smelling Elion's musk I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!” Big as spellplague Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre. Mists But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE. Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you. Harper's Tongue An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead) Laraer Harpers wanted scepter Congratulations, you've gained... Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Story Award(s) One True Love (only Rhyndaera) Consumable(s) Dust of Disappearance Gold Suitor #1 - Cave Heirlooms - 2,000 gp Up to 4005 gp/# of players = 800 gp ...as well as 10 Downtime Days + a level, if you choose to take it. How to Seduce a Thayan in Tendays (FR-DC-THAY-02) Dust of Sneezing and Choking Dust of Disappearance 800 gold Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) 'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?' Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Harper's Tongue (Sentinel Cli Lyre: Undead) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Sentinel. This item glows faintly when Undead creatures are within 120 feet of it. "(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable." |
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| 2025-06-07 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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| 2025-05-16 16:00 | PO-BMG-MOON-POB-08 - Of Wonder and Weddings | 6 | 10 | Show | ||||
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Session Notes 2025-05-16 PO-BMG-MOON-POB-08 - Of Wonder and Weddings Game Code - Game Name - Location - Index - Slot - DM - Party - Isolde (f) Kwyjibo (m) Lissomrose Dottier Merribud (f) Tandur (m) Administration ------ !beyond https://www.dndbeyond.com/characters/146469533/iJbv1a https://www.dndbeyond.com/profile/t_connolly/characters/141196288 !beyond https://www.dndbeyond.com/characters/141196288/09du6g At end Our party has been invited to the "grand wedding" between High Lord (or sometimes Prince) Araithe and Tarilyn Kendrick. Web: Araithe is the son of High Lady Ordalf, He is fey (?) (elf) We are on the isle of Gwynneth. There are visitors and travelers lined up for entry. Due to our service, we are already inside. Some of us (those with certain Story Awards) have a separate seating at the service. Kwyjibo & Tandur are at a lower status than the others. The others also get private rooms. We share. We are invited to a celebration (feels like rehearsal dinner), during which we are met by (a fey) Lady Sinofra. She will ask us later, "What is the promise of blossoms?" Note: there is no correct answer. Part of noble eladrin. (Who? I didn't note that). Sound of wonderful, but insistent, singing. Is the promise of blossoms a tale retold, Does the promise of blossoms unite sun and rain, Is it the murmur of leaves in the sun’s warm embrace, In the promise of blossoms, a question takes flight: Tarilyn is up. She is moving towards the sound. We accompany. Spirt it of ancient queen, High Queen Allison. Lady Siofra In order to join Tarilyn, some must prick finger on needle of spinning wheel. Tandur agrees. -1 HP. Must clear the brambles. But that requires completing tests in the library. There are 4 alcoves, each with a book connected by a red thread to the spinning wheel. Books Once we complete the tests, up to 4, we can then deal with the tower guardians. Then Tarilyn can awaken the High Lord via kiss or touch. It's 12:30 (00:30); we have about 6 hours. 4 choices; not all are requrired. How else would love triumph. Each successful (library) test will clear some of the brambles. The first we choose is "Cinder Maid." We fade out / fade in... ... to a ballroom. We see Araithe. Success. Return to library. Some brambles have been removed, but enough remain to still block the way. We choose "Nussknacker" Grandfather clock. We are small. Soldiers attempt to ascend stairs. Really, really unclear the physical setting. Disadv. on DEX Saves (then Checks) from now on. Init. Large gear to small gear. At transition, make Athletics or Acrobatics. Sequence: gear - transition - gear Temp HP At the top fight: We prevail. Must convince Araithe to remove mask. Tandur: Country is important, but for the future relationship matter more. Break (Short rest? ) Climb tower. Dragon (Siofra) breathes cloud of spores Dragon > Kwyjibo. Killed owl. Reset owl. We fight. Dragon almost dead. Another hit. Eventually, we each make our way to the coffin. One-by-one, we activate a magic latch. "What is the promise of blossoms?" Uh, love! That was good enough. Queen appears. Something about Siofra. End of POB Series Rewards Tandur - da28-4e34-a1aa - claimed Rewards: level if you wish, 10 DT, 200 gp POTION OF ADVANTAGE POTION OF GROWTH POTION OF PUGILISM CLOAK OF MANY FASHIONS While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. NETHERESE RING OF PROTECTION You gain a +1 bonus to AC and saving throws while wearing this ring. STORY WEAVER (Story Award) |
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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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| 2025-06-06 11:00 | DDHC-TYP-04 - White Plume Mountain | 1 | 10 | Show | ||||
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2025-06-06 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Tandur (m), human Fi-4/Cl-3 [108] me, Thomas Tamarook (m), human Bd-7/Wa-3 [73] Mike Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] Our mission is to obtain 3 weapons Poem North past forest, farm and furrow To rescue Wave, you must do battle Blackrazor yet remains to be won I care not, former owners brave Staircase Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Combat 3 DM rules - 1 hour break Resume I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it. Bless vs. Moonbeam Combat 4 Loot Combat 5 Loot: Which doesn't belong: 5, 7, 9, 11, 13 Flew across the pit of hanging discs. Combat 6 Loot: Room of glass spheres Necklace 12,000 gold Combat 8 I used my 4th level Dispel Magic. And it worked. More treasure. Rewards: Part 1 Part 2 & Conclusion 1 Characters may choose to gain a level. 2 Choice of the following: Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Always thanks to John Steele for his spell effects template! Wave Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. Whelm Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Blackrazor Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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| Date Played | Adventure Title | Tier | Session ▼ | ACP | TCP | Downtime | Renown | |
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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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| 2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
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Session Notes 2025-04-06 PO-BMG-MOON-POB-07 - Of Romance and Dalliances DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure. Cantrips Lv1 Lv2 Lv3 We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep. Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right. Queen missed it Kendrick Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband. The queen summons all the guests. They offer to help. We need to investigate the town. New handout, a whole page. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss. The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee. We return with the remaining loot. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
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| 2025-06-08 11:00 | FR-DC-THAY-02 How to Seduce a Thayan in Tendays | 61 | 10 | Show | ||||
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2025-06-08 FR-DC-THAY-02 How to Seduce a Thayan in Tendays DM: Jamie Chan Party /r 1d10+4 Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards. With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations. Harpers chose us because we are strong adventurers Tharch of Thazalhar Intro One of you must become the competitor. Our job was to try to seduce Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Who will it be? What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at. Merchants or Nobles? Cover name: Amera Vestalia. WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR) Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) What are our roles in the group? We travel to the mansion. He gives us a tour "prior to the festivities." We note his guards are sharp. Walk into a room. Who do you meet? 1st flashback - Snack vendor [tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions. Meet Mikald Required Success Condition [tc- Eventually, I got the idea. We succeed in embarrassing Mikal. Return to room. Mikal is accused of treason and is escorted away. 2nd flashback- We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion. Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball. Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20? Combat 1 Pointy End In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder? Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. ATHORA 3rd flashback - Required Success Condition East room & west room New cover name: Varessa Swiftwind Other patrons "Mikal was a traitor." Smelling Elion's musk I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!” Big as spellplague Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre. Mists But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE. Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you. Harper's Tongue An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead) Laraer Harpers wanted scepter Congratulations, you've gained... Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Story Award(s) One True Love (only Rhyndaera) Consumable(s) Dust of Disappearance Gold Suitor #1 - Cave Heirlooms - 2,000 gp Up to 4005 gp/# of players = 800 gp ...as well as 10 Downtime Days + a level, if you choose to take it. How to Seduce a Thayan in Tendays (FR-DC-THAY-02) Dust of Sneezing and Choking Dust of Disappearance 800 gold Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) 'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?' Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Harper's Tongue (Sentinel Cli Lyre: Undead) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Sentinel. This item glows faintly when Undead creatures are within 120 feet of it. "(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable." |
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| 2025-06-07 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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| 2025-05-16 16:00 | PO-BMG-MOON-POB-08 - Of Wonder and Weddings | 6 | 10 | Show | ||||
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Session Notes 2025-05-16 PO-BMG-MOON-POB-08 - Of Wonder and Weddings Game Code - Game Name - Location - Index - Slot - DM - Party - Isolde (f) Kwyjibo (m) Lissomrose Dottier Merribud (f) Tandur (m) Administration ------ !beyond https://www.dndbeyond.com/characters/146469533/iJbv1a https://www.dndbeyond.com/profile/t_connolly/characters/141196288 !beyond https://www.dndbeyond.com/characters/141196288/09du6g At end Our party has been invited to the "grand wedding" between High Lord (or sometimes Prince) Araithe and Tarilyn Kendrick. Web: Araithe is the son of High Lady Ordalf, He is fey (?) (elf) We are on the isle of Gwynneth. There are visitors and travelers lined up for entry. Due to our service, we are already inside. Some of us (those with certain Story Awards) have a separate seating at the service. Kwyjibo & Tandur are at a lower status than the others. The others also get private rooms. We share. We are invited to a celebration (feels like rehearsal dinner), during which we are met by (a fey) Lady Sinofra. She will ask us later, "What is the promise of blossoms?" Note: there is no correct answer. Part of noble eladrin. (Who? I didn't note that). Sound of wonderful, but insistent, singing. Is the promise of blossoms a tale retold, Does the promise of blossoms unite sun and rain, Is it the murmur of leaves in the sun’s warm embrace, In the promise of blossoms, a question takes flight: Tarilyn is up. She is moving towards the sound. We accompany. Spirt it of ancient queen, High Queen Allison. Lady Siofra In order to join Tarilyn, some must prick finger on needle of spinning wheel. Tandur agrees. -1 HP. Must clear the brambles. But that requires completing tests in the library. There are 4 alcoves, each with a book connected by a red thread to the spinning wheel. Books Once we complete the tests, up to 4, we can then deal with the tower guardians. Then Tarilyn can awaken the High Lord via kiss or touch. It's 12:30 (00:30); we have about 6 hours. 4 choices; not all are requrired. How else would love triumph. Each successful (library) test will clear some of the brambles. The first we choose is "Cinder Maid." We fade out / fade in... ... to a ballroom. We see Araithe. Success. Return to library. Some brambles have been removed, but enough remain to still block the way. We choose "Nussknacker" Grandfather clock. We are small. Soldiers attempt to ascend stairs. Really, really unclear the physical setting. Disadv. on DEX Saves (then Checks) from now on. Init. Large gear to small gear. At transition, make Athletics or Acrobatics. Sequence: gear - transition - gear Temp HP At the top fight: We prevail. Must convince Araithe to remove mask. Tandur: Country is important, but for the future relationship matter more. Break (Short rest? ) Climb tower. Dragon (Siofra) breathes cloud of spores Dragon > Kwyjibo. Killed owl. Reset owl. We fight. Dragon almost dead. Another hit. Eventually, we each make our way to the coffin. One-by-one, we activate a magic latch. "What is the promise of blossoms?" Uh, love! That was good enough. Queen appears. Something about Siofra. End of POB Series Rewards Tandur - da28-4e34-a1aa - claimed Rewards: level if you wish, 10 DT, 200 gp POTION OF ADVANTAGE POTION OF GROWTH POTION OF PUGILISM CLOAK OF MANY FASHIONS While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. NETHERESE RING OF PROTECTION You gain a +1 bonus to AC and saving throws while wearing this ring. STORY WEAVER (Story Award) |
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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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| 2025-06-06 11:00 | DDHC-TYP-04 - White Plume Mountain | 1 | 10 | Show | ||||
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2025-06-06 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Tandur (m), human Fi-4/Cl-3 [108] me, Thomas Tamarook (m), human Bd-7/Wa-3 [73] Mike Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] Our mission is to obtain 3 weapons Poem North past forest, farm and furrow To rescue Wave, you must do battle Blackrazor yet remains to be won I care not, former owners brave Staircase Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Combat 3 DM rules - 1 hour break Resume I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it. Bless vs. Moonbeam Combat 4 Loot Combat 5 Loot: Which doesn't belong: 5, 7, 9, 11, 13 Flew across the pit of hanging discs. Combat 6 Loot: Room of glass spheres Necklace 12,000 gold Combat 8 I used my 4th level Dispel Magic. And it worked. More treasure. Rewards: Part 1 Part 2 & Conclusion 1 Characters may choose to gain a level. 2 Choice of the following: Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Always thanks to John Steele for his spell effects template! Wave Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. Whelm Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Blackrazor Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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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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| 2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
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Session Notes 2025-04-06 PO-BMG-MOON-POB-07 - Of Romance and Dalliances DM: Paul Maloney Jarick (m), dwarf Art-6/Wiz-4 (Trey McBride) Kwyjibo, human Bb-8/Ro-2 Berserker (Mark) Romaz, human Wa-5 Archfey (TrooperS96/Stephen Moseley) "autistic" Tandur, human Cl-6/Fi-4 Twilight/EK (me, Thomas) Players: Description: I love D&D, but I'm not very good at it. I'd appreciate the help. Here are the spells (aside from healing) I've prepared for this heist adventure. Cantrips Lv1 Lv2 Lv3 We begin in Castle Caer Callwell, the location of the upcoming wedding, only a few days away. We are summoned to the war room; some have been here before. King, queen and princess want us to personally deliver invitations to guest in the castle. This is an old tradition originating in Waterdeep. Bride comes from Waterdeep. Her mother and father are not present. ? That doesn't sound right. Queen missed it Kendrick Invitations are done using the Seals of Approval ceremony. Process A man rushes in. They confer. We are tasked with 4 invitations.
3. 4. We report to queen. She agrees they are suspicious. She summons them. The man changes form into a female fey, and vanishes. Seems to have teleported. We conclude this is the thief and may have captured the real husband. The queen summons all the guests. They offer to help. We need to investigate the town. New handout, a whole page. 4 tasks We work on them as best we can. Earning points to be converted immediately or later into spells or objects. What we learn Long Rest Stone cottage with tents. We reconnoiter. We decide to enter where the voices are after using Silence. One runs into an adjacent tent. The first surrenders silently. The other is attacked and also surrenders. We learn about the plan. The hag is in the cottage with her boss. The hag needed the loot for a ritual which had started. The loot in the other tent is being consumed by insects. Some items have already been lost. But we can take the rest after removing the insects. We have difficulty freeing the captive husband. Voices in the cottage are alerted. We flee. We return with the remaining loot. Loot For completing the adventure your character is entitled to the following: Gain one level You find the following magical items during the adventure, each player gets each item Hag’s Pincushion (a bracer of flying daggers) |
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| 2025-06-08 11:00 | FR-DC-THAY-02 How to Seduce a Thayan in Tendays | 61 | 10 | Show | ||||
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2025-06-08 FR-DC-THAY-02 How to Seduce a Thayan in Tendays DM: Jamie Chan Party /r 1d10+4 Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards. With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations. Harpers chose us because we are strong adventurers Tharch of Thazalhar Intro One of you must become the competitor. Our job was to try to seduce Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) Who will it be? What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at. Merchants or Nobles? Cover name: Amera Vestalia. WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR) Yaelend Hulthroun (he/him) Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards) What are our roles in the group? We travel to the mansion. He gives us a tour "prior to the festivities." We note his guards are sharp. Walk into a room. Who do you meet? 1st flashback - Snack vendor [tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions. Meet Mikald Required Success Condition [tc- Eventually, I got the idea. We succeed in embarrassing Mikal. Return to room. Mikal is accused of treason and is escorted away. 2nd flashback- We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion. Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball. Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20? Combat 1 Pointy End In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder? Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. ATHORA 3rd flashback - Required Success Condition East room & west room New cover name: Varessa Swiftwind Other patrons "Mikal was a traitor." Smelling Elion's musk I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!” Big as spellplague Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre. Mists But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE. Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you. Harper's Tongue An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable. Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead) Laraer Harpers wanted scepter Congratulations, you've gained... Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) Story Award(s) One True Love (only Rhyndaera) Consumable(s) Dust of Disappearance Gold Suitor #1 - Cave Heirlooms - 2,000 gp Up to 4005 gp/# of players = 800 gp ...as well as 10 Downtime Days + a level, if you choose to take it. How to Seduce a Thayan in Tendays (FR-DC-THAY-02) Dust of Sneezing and Choking Dust of Disappearance 800 gold Magic Item(s) Pointy End (Waterborne Moon-touched Rapier) 'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?' Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. Harper's Tongue (Sentinel Cli Lyre: Undead) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Sentinel. This item glows faintly when Undead creatures are within 120 feet of it. "(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable." |
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| 2025-06-07 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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| 2025-05-16 16:00 | PO-BMG-MOON-POB-08 - Of Wonder and Weddings | 6 | 10 | Show | ||||
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Session Notes 2025-05-16 PO-BMG-MOON-POB-08 - Of Wonder and Weddings Game Code - Game Name - Location - Index - Slot - DM - Party - Isolde (f) Kwyjibo (m) Lissomrose Dottier Merribud (f) Tandur (m) Administration ------ !beyond https://www.dndbeyond.com/characters/146469533/iJbv1a https://www.dndbeyond.com/profile/t_connolly/characters/141196288 !beyond https://www.dndbeyond.com/characters/141196288/09du6g At end Our party has been invited to the "grand wedding" between High Lord (or sometimes Prince) Araithe and Tarilyn Kendrick. Web: Araithe is the son of High Lady Ordalf, He is fey (?) (elf) We are on the isle of Gwynneth. There are visitors and travelers lined up for entry. Due to our service, we are already inside. Some of us (those with certain Story Awards) have a separate seating at the service. Kwyjibo & Tandur are at a lower status than the others. The others also get private rooms. We share. We are invited to a celebration (feels like rehearsal dinner), during which we are met by (a fey) Lady Sinofra. She will ask us later, "What is the promise of blossoms?" Note: there is no correct answer. Part of noble eladrin. (Who? I didn't note that). Sound of wonderful, but insistent, singing. Is the promise of blossoms a tale retold, Does the promise of blossoms unite sun and rain, Is it the murmur of leaves in the sun’s warm embrace, In the promise of blossoms, a question takes flight: Tarilyn is up. She is moving towards the sound. We accompany. Spirt it of ancient queen, High Queen Allison. Lady Siofra In order to join Tarilyn, some must prick finger on needle of spinning wheel. Tandur agrees. -1 HP. Must clear the brambles. But that requires completing tests in the library. There are 4 alcoves, each with a book connected by a red thread to the spinning wheel. Books Once we complete the tests, up to 4, we can then deal with the tower guardians. Then Tarilyn can awaken the High Lord via kiss or touch. It's 12:30 (00:30); we have about 6 hours. 4 choices; not all are requrired. How else would love triumph. Each successful (library) test will clear some of the brambles. The first we choose is "Cinder Maid." We fade out / fade in... ... to a ballroom. We see Araithe. Success. Return to library. Some brambles have been removed, but enough remain to still block the way. We choose "Nussknacker" Grandfather clock. We are small. Soldiers attempt to ascend stairs. Really, really unclear the physical setting. Disadv. on DEX Saves (then Checks) from now on. Init. Large gear to small gear. At transition, make Athletics or Acrobatics. Sequence: gear - transition - gear Temp HP At the top fight: We prevail. Must convince Araithe to remove mask. Tandur: Country is important, but for the future relationship matter more. Break (Short rest? ) Climb tower. Dragon (Siofra) breathes cloud of spores Dragon > Kwyjibo. Killed owl. Reset owl. We fight. Dragon almost dead. Another hit. Eventually, we each make our way to the coffin. One-by-one, we activate a magic latch. "What is the promise of blossoms?" Uh, love! That was good enough. Queen appears. Something about Siofra. End of POB Series Rewards Tandur - da28-4e34-a1aa - claimed Rewards: level if you wish, 10 DT, 200 gp POTION OF ADVANTAGE POTION OF GROWTH POTION OF PUGILISM CLOAK OF MANY FASHIONS While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. NETHERESE RING OF PROTECTION You gain a +1 bonus to AC and saving throws while wearing this ring. STORY WEAVER (Story Award) |
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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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| 2025-06-06 11:00 | DDHC-TYP-04 - White Plume Mountain | 1 | 10 | Show | ||||
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2025-06-06 DDHC-TYP-04 - White Plume Mountain DM: Jenny Hale Tandur (m), human Fi-4/Cl-3 [108] me, Thomas Tamarook (m), human Bd-7/Wa-3 [73] Mike Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75] Our mission is to obtain 3 weapons Poem North past forest, farm and furrow To rescue Wave, you must do battle Blackrazor yet remains to be won I care not, former owners brave Staircase Combat 1 This DM rules that tieing knots is a "Sleight of Hand" skill check. Combat 2 Combat 3 DM rules - 1 hour break Resume I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it. Bless vs. Moonbeam Combat 4 Loot Combat 5 Loot: Which doesn't belong: 5, 7, 9, 11, 13 Flew across the pit of hanging discs. Combat 6 Loot: Room of glass spheres Necklace 12,000 gold Combat 8 I used my 4th level Dispel Magic. And it worked. More treasure. Rewards: Part 1 Part 2 & Conclusion 1 Characters may choose to gain a level. 2 Choice of the following: Dragon Mark Code! Kwyjibo: 06f6-401d-8a2d Always thanks to John Steele for his spell effects template! Wave Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. Whelm Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Blackrazor Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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