Tandur Character Sheet
Log Entries
| Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
|---|---|---|---|---|---|---|---|---|
| 2025-08-25 08:13 | Purchase Log | Show Purchase | ||||||
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Rebuilt cantrip list - Magic Initiate - Wizard |
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| 2025-09-18 16:44 | Purchase Log | Show Purchase | ||||||
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AL Service Reward (repeatable) |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
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Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
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Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 08:25 | Purchase Log | Show Purchase | ||||||
|
Rebuilding Cantrips - New |
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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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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
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I give: From: I will get: -5 downtime |
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| Date Played | Adventure Title | Tier | Session | ACP | TCP ▼ | Downtime | Renown | |
|---|---|---|---|---|---|---|---|---|
| 2025-08-25 08:13 | Purchase Log | Show Purchase | ||||||
|
Rebuilt cantrip list - Magic Initiate - Wizard |
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| 2025-09-18 16:44 | Purchase Log | Show Purchase | ||||||
|
AL Service Reward (repeatable) |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
|
Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
|
Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 08:25 | Purchase Log | Show Purchase | ||||||
|
Rebuilding Cantrips - New |
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| 2025-10-03 11:00 | WBW-DC-DES-01-07 The Dark Thread | 4 | 10 | Show | ||||
|
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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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
|
I give: From: I will get: -5 downtime |
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| Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
|---|---|---|---|---|---|---|---|---|
| 2025-08-25 08:13 | Purchase Log | Show Purchase | ||||||
|
Rebuilt cantrip list - Magic Initiate - Wizard |
||||||||
| 2025-09-18 16:44 | Purchase Log | Show Purchase | ||||||
|
AL Service Reward (repeatable) |
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| 2025-09-12 11:00 | SJ-DC-SNC-Pirate-2025 Plunder in the Void | 10 | Show | |||||
|
Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - Game Name - Location - Table/Session - Slot (for survey) - DM - This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Drixxt Jax Mistral Servando Drixxt 24, (m) Tri-kreen Fi-10 114 Starport Job board Pirate approaches Large ship,, unusually wide, unarmed. John Robbin Heroic Inspo Enter Spelljammer Academy Lucky Lady is disguised. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. Ball bearings. Cadets x3 Servando & Tandur become invisible. Cousin. Taffy. Visitor. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Forged silverhand seal. Bridge + quarters High speed Search grid Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... Break Detect Magic Locks
Lower deck It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Captain's quarters. Bridge. Vault. 2 keys + verbal. 2 years Minigame 3 squares visible Success. Arrive at The Void. Nightmare hellscape of rocks and dead titans. Body at helm Combat 1 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Rewards: Energy cell from The Prize (Wand of Lightning Bolts) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Potion of Acid Resistance This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Potion of Healing (Greater) You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Pack of Smokepowder and Firearm Bullets Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Deduct 6 GP New survey link |
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| 2025-09-12 18:00 | DDHC-DD-06 Dragon Delves: The Forbidden Vale | 10 | Show | |||||
|
Session Notes 2025-09-12-B DDHC-DD-06 Dragon Delves: The Forbidden Vale Game Code - Game Name - Location - Table - DM - Party - Background from other players as I sat down. Party is in a town called Aborean Springs, a druid-centered town. There is a red dragon which replaced the prior one. Something to do with the gith-yankee. Player gave a bunch of gold to all the refugees. 3 factions - Others Noble Current mission - Party - Vig Blessing - Vaelynn Every 200 years there will be a new dragon under the druid's plan. Druids: "Yeah, well." The merchants want the dragon killed Things that changed. Giant bird. Flashback - Something about caravan, cultists, and aberrations. There may be a benefit to using holy water (against aberrations? maybe?; I don't recall) We begin near a hot springs. There is a bridge over it. On each end of the bridge is a pair of dragon statues. Bridge 250 long x 20 wide, 30 feet high. Investigation. It's really well built, almost unearthly. (gith?) Some art is observed. History checks. No further notes. Lore - We enter a passage ASIDE The githyanki are angry at their circumstances, believing they have the right to to kill whoever and take whatever they want. Their hatred for the mind flayer still runs very deep and they wish to destroy them all. On the other hand, the githzerai have chosen to cut themselves off from the world, taking refuge in an impenetrable fortress and only venturing out to eradicate nearby mind flayers. Even now, the githyanki and githzerai have inconsolable differences and will kill each other on sight. Nature Guardian sarcophagus SE Kh-krai (illegible) sooth-kett (f) designed gardens Fem (no idea) city Empire (illegible) Refugee from former queen. Secret door Travel Travel Shaft 50ft down Combat 1 Snake Gold & treasure collected. See below. Combat 2 mushrooms Woke dragon Stratus - more damage to skull Kira - new room & hide Jump Zaratooth's lair. Rewards - Sword of Vengeance (Greatsword) (Uncommon) (each) Periapt of Health (Uncommon) Notes - https://traveller.distantera.com/designing-the-forbidden-vale-for-dragon-delves/ |
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| 2025-10-03 08:25 | Purchase Log | Show Purchase | ||||||
|
Rebuilding Cantrips - New |
||||||||
| 2025-10-03 11:00 | WBW-DC-DES-01-07 The Dark Thread | 4 | 10 | Show | ||||
|
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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| 2025-11-05 11:53 | Trade Log | -5 | Show Trade Log | |||||
|
I give: From: I will get: -5 downtime |
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