Tandur Character Sheet
Log Entries
Date Played | Adventure Title ▲ | Session | Levels | GP | Downtime | Magic Items | ||
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-15 BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Note: Wolves to the left of us, horses to the right. Combat 1, Init 12 5 suits of chainmail Potion? I thought so, but I didn't write it down, so I won't log it. |
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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each |
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2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Acid Resistance (consumable) (uncommon), Potion of Healing (consumable) (common) | Show | ||||
DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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2025-02-18 18:00 | DDHC-JRC-CH8 Mists of Manivarsha | 10 | Show | |||||
DDHC-JRC-CH8 Mists of Manivarsha Game Code - Game Name - Location - DM - Party - We start in Baldur's Gate at the Adventurers League Hall in the lower city. It is a 3-story building. It's raining. As each of us enters, we are greeted by Yola at the front desk. She knows we've been requested. She provides a place to gather, the bar. We are being asked to provide security for the Suhunka Trials (games [Olympics]) in Shugapoor (city). The job lasts for 12 days. Each will get 200 gp. We enter a separate room. A stone goliath sits in front of a bowl. We are asked to sit around the bowl, too. He is: The 3 great cities are involved in the games. Aravati temple (?) in Maravarey (?) Nisha (nickname) in Manivarsha is the target of our protection. The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities. Shell, mix Tents, vendors, a stage near the temple, all on a quay. This is: Humid, hot, balmy. I spend 10 silver for 2 more rations. Tidal waves engulf the market square while Nisha is dancing. 2 hostile turtles are deposited. We fight them to save the citizens, while attempting to protect Nisha. Next wave, 2 electric eels are deposited. Nisha decides to take shelter in the temple. Keyrie accompanies (carries?) her. A third wave, this time imbued with glowing red light. Keyrie sees Nisha turn to water and vanish. Meanwhile the rest continue the battle. We prevail. We talk to Plabon. He said the red wave brought up emotions, jealousy. Session ends. |
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2025-03-19 18:00 | FR-DC-VECNA-01, The 3-Body Problem | 10 | Potion of Healing (consumable) (common) | Show | ||||
Session Notes 2025-03-19 FR-DC-VECNA-01, The 3-Body Problem Game Code - Game Name - Location - DM - Party - Neverwinter city, aka Skilled Hands, aka Jewel of the North. Bodies have been appearing. You are to investigate. She has a hunch it may involve cults. If so, we are empowered to defend ourselves. She thinks there are 3 related bodies. 1 has disappeared, but 2 are still being guarded. These bodies have been appearing around the Docks district. A body is in the Docks Market. Guards are protecting it. The second is to be found at the harbormaster's office. He is Jinn. There is a 3rd, which was reported but seems to have disappeared. They were all reported at the same time, which is why she has mentally connected them. That 3rd body was initially discovered in the Swamp Docks area. That semi-autonomous region is controlled by the Zahaguin tribe of fishfolk. If we discover cultist activity, we are to report our findings to her. She can be found here or at the Beached Leviathan #2, a tavern run by a friend of Neverember. We select the harbormaster as the first destination. We arrive. The harbormaster is unconscious in the middle of the room. Combat with shadowy creatures. We prevail. We saved the harbormaster who gives us some information. Most of the information came from viewing the body. The body was covered with etchings, staples and bolts at the wrists, ankles and neck. We also discover a shipment of purple pufferfish destined for Barbous Chateau, a noble house. We are able to collect valuable poisons from the dead fish. See loot. The body is female, high elf, elderly, in a ball dress. One of our party members says she looks familiar, but can't fully recall. Something about snow. (Later on, we discover Yuki is Japanese for snow. That's her name: Yuki) Next, we travel to the Docks Area. The murder area is blocked by Wintershield Guards. They agree to let us pass once we point out we are investigating for the good of the city. On our way we are joined by Kavori Fairheart. Even she couldn't get past the guards, something about jurisdiction. Another female body, surrounded by blood, too much blood for a humanoid creature. Combat - After the battle, we continue our investigation. 1 2 3 4 Something about Bella (incomplete notes: perhaps name of body). Something seems to have changed around the time of the "defeat of the Red Wizards near the coliseum." (See movie: Dungeons & Dragons for more) End of session. Loot: Gold: We also each get 1 healing potion. |
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2025-01-29 18:00 | Lost Mines of Phandelver (continued) | 10 | Show | |||||
Session Notes 2025-01-29 Lost Mines of Phandelver Game Code - Game Name - Location - DM - Party - Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur. (Forgot to repay) Combat Combat Round room 800 / 7 = 114 (I rounded down to 113). |
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2025-02-05 18:00 | Lost Mines of Phandelver / Shattered Obelisk Ch 6 | 1 | 10 | Bead of Force (x5) | Show | |||
Session Notes 2025-02-05 DM: Scott Combat Golem x2 & ghost Level up |
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2025-03-05 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-03-05 Phandelver & Below: Shattered Obelisk ch 6 Game Code - Game Name - Location - DM - Party - Gibbet Crossing 3 combats, back-to-back Loot: |
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2025-02-19 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-02-19 Phandelver and Below: Shattered Obelisk, ch. 6 Game Code - Game Name - Location - DM - Party - Andrew helped me determine my deity is Selune. Drapes with symbols of coins and spiders. Another room, another combat. 16.6.6 gold. |
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2025-03-12 18:00 | Phandelver and Below: Shattered Obelisk, ch. 7 | Lantern of Revealing, Mind Crystal (Careful) | Show | |||||
Session Notes 2025-03-12 Phandelver and Below: Shattered Obelisk, ch. 7 Location - DM - Party - While leaving dungeon, we collect emerald (250g) & Lantern of Revealing. We discover (or pass again) a mural on wall depicting mindflayer ritual. Travel to Phandalin. Our investigation leads to the Sleeping Giant Inn. We question the 2 people there: a drunk and the bartender. Bartender says something about "great and terrible mind." We discover a tunnel and follow it... for miles. We meet people who were being kidnapped by goblins. Something 'took' the goblins. We prepare for combat. Evaelyn (Rhyndera) insists on departing to guide the rescued people to safety. Combat begins against "brain creatures" We prevail. We discover leather scraps (no value?) & Careful Mind Crystal. We do not depart the tunnel. Loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-16 18:00 | Phandelver & Below: Shattered Obelisk Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-16 Phandelver & Below: Shattered Obelisk Ch. 7 Game Code - Game Name - Location - DM - Party - Illithinar Laboratory: 6 goblins looting. Traveled through portal C2 Init traded 13. It requires an action to command my owl. C3 Init 11 Loot: Tiara, Mind Crystal. Stairs down; back to where we started. Return. Something about coconuts. Seems to have been an adventure I missed. C4 Init 21 Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
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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2025-02-06 20:25 | Purchase Log | Show Purchase | ||||||
Spells |
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2025-02-20 09:26 | Purchase Log | Show Purchase | ||||||
Removed 3 Beads of Force from Vault and put on Character Sheet. |
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2025-02-06 19:41 | Purchase Log | -20 | Show Purchase | |||||
Added 2 levels of cleric |
Date Played | Adventure Title ▲ | Tier | Session | ACP | TCP | Downtime | Renown | |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-15 BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Note: Wolves to the left of us, horses to the right. Combat 1, Init 12 5 suits of chainmail Potion? I thought so, but I didn't write it down, so I won't log it. |
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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each |
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2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Show | |||||
DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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2025-02-18 18:00 | DDHC-JRC-CH8 Mists of Manivarsha | 10 | Show | |||||
DDHC-JRC-CH8 Mists of Manivarsha Game Code - Game Name - Location - DM - Party - We start in Baldur's Gate at the Adventurers League Hall in the lower city. It is a 3-story building. It's raining. As each of us enters, we are greeted by Yola at the front desk. She knows we've been requested. She provides a place to gather, the bar. We are being asked to provide security for the Suhunka Trials (games [Olympics]) in Shugapoor (city). The job lasts for 12 days. Each will get 200 gp. We enter a separate room. A stone goliath sits in front of a bowl. We are asked to sit around the bowl, too. He is: The 3 great cities are involved in the games. Aravati temple (?) in Maravarey (?) Nisha (nickname) in Manivarsha is the target of our protection. The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities. Shell, mix Tents, vendors, a stage near the temple, all on a quay. This is: Humid, hot, balmy. I spend 10 silver for 2 more rations. Tidal waves engulf the market square while Nisha is dancing. 2 hostile turtles are deposited. We fight them to save the citizens, while attempting to protect Nisha. Next wave, 2 electric eels are deposited. Nisha decides to take shelter in the temple. Keyrie accompanies (carries?) her. A third wave, this time imbued with glowing red light. Keyrie sees Nisha turn to water and vanish. Meanwhile the rest continue the battle. We prevail. We talk to Plabon. He said the red wave brought up emotions, jealousy. Session ends. |
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2025-03-19 18:00 | FR-DC-VECNA-01, The 3-Body Problem | 10 | Show | |||||
Session Notes 2025-03-19 FR-DC-VECNA-01, The 3-Body Problem Game Code - Game Name - Location - DM - Party - Neverwinter city, aka Skilled Hands, aka Jewel of the North. Bodies have been appearing. You are to investigate. She has a hunch it may involve cults. If so, we are empowered to defend ourselves. She thinks there are 3 related bodies. 1 has disappeared, but 2 are still being guarded. These bodies have been appearing around the Docks district. A body is in the Docks Market. Guards are protecting it. The second is to be found at the harbormaster's office. He is Jinn. There is a 3rd, which was reported but seems to have disappeared. They were all reported at the same time, which is why she has mentally connected them. That 3rd body was initially discovered in the Swamp Docks area. That semi-autonomous region is controlled by the Zahaguin tribe of fishfolk. If we discover cultist activity, we are to report our findings to her. She can be found here or at the Beached Leviathan #2, a tavern run by a friend of Neverember. We select the harbormaster as the first destination. We arrive. The harbormaster is unconscious in the middle of the room. Combat with shadowy creatures. We prevail. We saved the harbormaster who gives us some information. Most of the information came from viewing the body. The body was covered with etchings, staples and bolts at the wrists, ankles and neck. We also discover a shipment of purple pufferfish destined for Barbous Chateau, a noble house. We are able to collect valuable poisons from the dead fish. See loot. The body is female, high elf, elderly, in a ball dress. One of our party members says she looks familiar, but can't fully recall. Something about snow. (Later on, we discover Yuki is Japanese for snow. That's her name: Yuki) Next, we travel to the Docks Area. The murder area is blocked by Wintershield Guards. They agree to let us pass once we point out we are investigating for the good of the city. On our way we are joined by Kavori Fairheart. Even she couldn't get past the guards, something about jurisdiction. Another female body, surrounded by blood, too much blood for a humanoid creature. Combat - After the battle, we continue our investigation. 1 2 3 4 Something about Bella (incomplete notes: perhaps name of body). Something seems to have changed around the time of the "defeat of the Red Wizards near the coliseum." (See movie: Dungeons & Dragons for more) End of session. Loot: Gold: We also each get 1 healing potion. |
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2025-01-29 18:00 | Lost Mines of Phandelver (continued) | 10 | Show | |||||
Session Notes 2025-01-29 Lost Mines of Phandelver Game Code - Game Name - Location - DM - Party - Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur. (Forgot to repay) Combat Combat Round room 800 / 7 = 114 (I rounded down to 113). |
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2025-02-05 18:00 | Lost Mines of Phandelver / Shattered Obelisk Ch 6 | 10 | Show | |||||
Session Notes 2025-02-05 DM: Scott Combat Golem x2 & ghost Level up |
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2025-03-05 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-03-05 Phandelver & Below: Shattered Obelisk ch 6 Game Code - Game Name - Location - DM - Party - Gibbet Crossing 3 combats, back-to-back Loot: |
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2025-02-19 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-02-19 Phandelver and Below: Shattered Obelisk, ch. 6 Game Code - Game Name - Location - DM - Party - Andrew helped me determine my deity is Selune. Drapes with symbols of coins and spiders. Another room, another combat. 16.6.6 gold. |
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2025-03-12 18:00 | Phandelver and Below: Shattered Obelisk, ch. 7 | Show | ||||||
Session Notes 2025-03-12 Phandelver and Below: Shattered Obelisk, ch. 7 Location - DM - Party - While leaving dungeon, we collect emerald (250g) & Lantern of Revealing. We discover (or pass again) a mural on wall depicting mindflayer ritual. Travel to Phandalin. Our investigation leads to the Sleeping Giant Inn. We question the 2 people there: a drunk and the bartender. Bartender says something about "great and terrible mind." We discover a tunnel and follow it... for miles. We meet people who were being kidnapped by goblins. Something 'took' the goblins. We prepare for combat. Evaelyn (Rhyndera) insists on departing to guide the rescued people to safety. Combat begins against "brain creatures" We prevail. We discover leather scraps (no value?) & Careful Mind Crystal. We do not depart the tunnel. Loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-16 18:00 | Phandelver & Below: Shattered Obelisk Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-16 Phandelver & Below: Shattered Obelisk Ch. 7 Game Code - Game Name - Location - DM - Party - Illithinar Laboratory: 6 goblins looting. Traveled through portal C2 Init traded 13. It requires an action to command my owl. C3 Init 11 Loot: Tiara, Mind Crystal. Stairs down; back to where we started. Return. Something about coconuts. Seems to have been an adventure I missed. C4 Init 21 Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
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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2025-02-06 20:25 | Purchase Log | Show Purchase | ||||||
Spells |
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2025-02-20 09:26 | Purchase Log | Show Purchase | ||||||
Removed 3 Beads of Force from Vault and put on Character Sheet. |
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2025-02-06 19:41 | Purchase Log | -20 | Show Purchase | |||||
Added 2 levels of cleric |
Date Played | Adventure Title ▲ | Session | XP | GP | Downtime | Renown | Magic Items | |
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2025-04-09 18:00 | BMG-DRW-OD-01 Something in the Way | 10 | Show | |||||
Session Notes 2025-04-09 BMG-DRW-OD-01 Something in the Way Game Code - Game Name - Location - DM - Party - We being in Neverwinter. Before leaving, Eerie asks if we should have a formal letter. Oh, yes. She writes one up and seals it with wax. She gives us each 100 g to start with. - now on character sheet We can speed things up by taking the teleport circle in the Covenant (mages guild). We agree. [] Tandur pays 600 gold for all 3 of us. - now on character sheet Arcana check: the teleporter looks old but functional. We should get the assistance of Ranil Scorson (Ramis Scorsesee) because (don't remember). Before we can leave, a man and a metal creature barge in claiming they (two) are the real adventurers and that we are frauds. We point out the wax seal on our letter. We persuade Tisia. She orders them removed without asking for their names. Tandur makes a mental note of their descriptions. She gives us a Moon-Touched Longsword (common) Give 3 Greater Healing potions. - now on character sheet We depart and go to a tavern where Tisia thinks we can find Ranil. Darla, bartender, says Ranil won't be in the bar until her debt is paid. Eerie pays the debt (forgot how much). Darla equips battle axe with peace binding and guides us to a place where Ranil hangs out (house, guild, ? don't recall). Another person talks to Darla through the door slit. We are admitted. Darla departs. We explain our mission. Ranil agrees to help. We need to get to the rogue planetoid. The best way is by using a spelljammer ship. But we need to catch that at the Spelljammer Academy. She will help us get there. We must hurry to catch Captain Mert of the skyship, the galleon, Cloud Bearer's Fortune. Ranil guides us to the captain's quarters where he is sleeping off a hangover. She wakes him and persuades him to take us all to the Spelljammer Academy. Aboard, we learn he is the Mert, the money lender, the old wolf. Long Rest. We travel to Nimbrill, to the Spelljammer Academy. We land the ship (I missed it: either in a cave or on top of a tower). We are met by Saerthe, the head instructor. We explain our mission. He says we need to take a spelljammer to Iskirthos, the rogue planetoid. Spelljammers work by flying really fast (1M miles per day) unless something large (missed detail) is within (missed distance) of the ship, in which case it just slows down automatically. Then the ship and the object are pulled towards each other by (missed that detail). If it's a planet, then the gravity does that. And the spelljammer takes along a bubble of air which can last a (period of ?). We are granted a helmsman. I remember this. The helmsman uses spell slots to direct the ship, I think. The helmsman is located behind doors in the aft of the ship. Why did I write this name? Maybe the helmsman? We have to make saving throws against space sickness. Tandur fails and now has 1 level of Exhaustion. [] I want Tandur to be looking for We slow as we come near to an asteroid. Creatures (I entirely missed the description, except they attack with tongues) leap aboard. One in particular attempts to move towards the helmsman's station. Combat 1 One of the killed creatures vomits up Bracers of Defense. - now on character sheet Loot summary |
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2025-04-15 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-15 BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Note: Wolves to the left of us, horses to the right. Combat 1, Init 12 5 suits of chainmail Potion? I thought so, but I didn't write it down, so I won't log it. |
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2025-04-01 18:00 | BMG-MOON-MD-05 Fleeing Snowdown | 10 | Show | |||||
BMG-MOON-MD-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - We are an existing party. We were returning by boat from a job. Ran into storm. Ship needed repairs. Docked ship at island, in the town of Westphal. We've been awaiting repairs for 4 days. We have learned some information about the setting. Lady Drysen Israh is the queen of this island. There is another island run by High King Kinrock. Israh may have set her sights on getting that island. Her police/army is called Dara Dragoons. In tavern. Bell ringing. Patrons stand like zombies and walk towards door. Door flings open. Man with wound enters. Runs to back door followed by 4 Dragoon guards. Outside it's all red light. Sent owl. Owl observes groups of zombies and groups of Dragoon guards. The guards are searching for something, entering buildings. Owl listens. "We must find him, or face her." The zombies were in groups of 10-15, and so were the guards. We rescued the wounded man, Captain Stephan. He had been on a mission to rescue Prince Olin, son of King Kinrock. We decided to help him. He needs to get off this island and report back to Kinrock. All the ships are burning in the harbor. He's got a backup boat in the northern town of Lanring. We have 11 hours to get him there and 10 more hours of night. We ask him what's going on. Oh, Queen Israh is probably doing a blood moon ritual. It allows her to take control of all undead. We decide the large groups of zombies and guards are too likely to discover Capt. Stephan, so we choose the sewers. After hitting a dead end, we decide to exit through the grate and make for a nearby gate. The closest gate is the main northern gate which is crawling with guards. Owl discovers another gate, a pedestrian gate, to the east. We go there. Sir Mancha puts Capt. Stephan on his horse which teleports 60 ft away, outside the gate. We then successfully talk our way out the gate. We find the horse and Capt. Stephan. We decide we will head north, staying parallel to the main north-south road. No loot |
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2025-04-08 18:00 | BMG-MOON-MO-05 Fleeing Snowdown | 10 | Show | |||||
Session Notes 2025-04-08 BMG-MOON-MO-05 Fleeing Snowdown Game Code - Game Name - Location - DM - Party - Cloudy, animals, mostly quiet, mass deforestation. 4 groups went north We go east. Brian calculated hexes. 6 hexes = 36 miles. We cannot get there in time. DM: time will adjust. Don't worry. Somebody learned: queen did this. Only living plants are thorns and vines. Body. Loot 100 g. / C1 (combat) [] Name my owl Dr Whoo? Healed Capt. Stephan. +22 health. Final Loot: We are halfway to the narrow part. End |
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2025-03-23 12:30 | DDAL00-02C Spawn of Maimed Virulence | 1141 | 10 | Show | ||||
DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each |
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2025-03-23 14:30 | DDAL00-02D Echoes of the Weeping War | 10 | Bracers of Defense (Rare) (a), Potion of Acid Resistance (consumable) (uncommon), Potion of Healing (consumable) (common) | Show | ||||
DDAL00-02C Spawn of Maimed Virulence DM: Howard Table: 4 Party - The dragon known as the Verdant Cloud, Verthandantalynx, had 3 children. They are now fighting for the territory in Phlan. Her mate was (why were we told?) Vorgansharax. Q: What module... ? Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son. copy/paste "Verdian" "Berdea" "Gwyr" Often, I will use brother and sisters. The fighting of the sisters is wreaking havoc on the villages of the forest. Get them to leave, or kill them. Cormanthor Forest You may notice a smell (from the poisonous mist) or strange silence to alert you to danger. We are advised to stock up on consumables: Lent stone of good luck (never remembered to use it) First village. Prevented kobolds from running away. Asiah. He unwillingly gives information. They are supporting the dragons, hoping they will be rewarded once one comes to power. He gives us information. We force him to lead us to his contact. Too many names: Found amulet/locket. We are taken to the probably traitor. He's terrified. Mentions the locket. We trade. He pays way more than it's worth. He's working for Gwyr. He will take us there. We let the kobold go. We arrive at cliff face. Gwyr looms overhead from his cave. We dialog. At first he demands 3 uncommon magic items. Later, we persuade him (I don't recall what we said, DM: noted certain words) to accept 1 single magic item, the something Elf Blade. It is rumored to be found recently. We must return to our in order to gather information. If we bring that sword, he will leave. Elmwood We learn he used a boat which has returned with some of his expedition. He was behaving with a strange lack of care for precious artifacts. Travel - C1 Debark Man standing there. Run! Later, take my bags and run? Later, help me! We return with the sword. It's not the right one. It's the rumored one you sent us for. He relents and/or gives us the location of his sisters. C4 975 gp each - added to character sheet |
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2025-02-18 18:00 | DDHC-JRC-CH8 Mists of Manivarsha | 10 | Show | |||||
DDHC-JRC-CH8 Mists of Manivarsha Game Code - Game Name - Location - DM - Party - We start in Baldur's Gate at the Adventurers League Hall in the lower city. It is a 3-story building. It's raining. As each of us enters, we are greeted by Yola at the front desk. She knows we've been requested. She provides a place to gather, the bar. We are being asked to provide security for the Suhunka Trials (games [Olympics]) in Shugapoor (city). The job lasts for 12 days. Each will get 200 gp. We enter a separate room. A stone goliath sits in front of a bowl. We are asked to sit around the bowl, too. He is: The 3 great cities are involved in the games. Aravati temple (?) in Maravarey (?) Nisha (nickname) in Manivarsha is the target of our protection. The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities. Shell, mix Tents, vendors, a stage near the temple, all on a quay. This is: Humid, hot, balmy. I spend 10 silver for 2 more rations. Tidal waves engulf the market square while Nisha is dancing. 2 hostile turtles are deposited. We fight them to save the citizens, while attempting to protect Nisha. Next wave, 2 electric eels are deposited. Nisha decides to take shelter in the temple. Keyrie accompanies (carries?) her. A third wave, this time imbued with glowing red light. Keyrie sees Nisha turn to water and vanish. Meanwhile the rest continue the battle. We prevail. We talk to Plabon. He said the red wave brought up emotions, jealousy. Session ends. |
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2025-03-19 18:00 | FR-DC-VECNA-01, The 3-Body Problem | 10 | Potion of Healing (consumable) (common) | Show | ||||
Session Notes 2025-03-19 FR-DC-VECNA-01, The 3-Body Problem Game Code - Game Name - Location - DM - Party - Neverwinter city, aka Skilled Hands, aka Jewel of the North. Bodies have been appearing. You are to investigate. She has a hunch it may involve cults. If so, we are empowered to defend ourselves. She thinks there are 3 related bodies. 1 has disappeared, but 2 are still being guarded. These bodies have been appearing around the Docks district. A body is in the Docks Market. Guards are protecting it. The second is to be found at the harbormaster's office. He is Jinn. There is a 3rd, which was reported but seems to have disappeared. They were all reported at the same time, which is why she has mentally connected them. That 3rd body was initially discovered in the Swamp Docks area. That semi-autonomous region is controlled by the Zahaguin tribe of fishfolk. If we discover cultist activity, we are to report our findings to her. She can be found here or at the Beached Leviathan #2, a tavern run by a friend of Neverember. We select the harbormaster as the first destination. We arrive. The harbormaster is unconscious in the middle of the room. Combat with shadowy creatures. We prevail. We saved the harbormaster who gives us some information. Most of the information came from viewing the body. The body was covered with etchings, staples and bolts at the wrists, ankles and neck. We also discover a shipment of purple pufferfish destined for Barbous Chateau, a noble house. We are able to collect valuable poisons from the dead fish. See loot. The body is female, high elf, elderly, in a ball dress. One of our party members says she looks familiar, but can't fully recall. Something about snow. (Later on, we discover Yuki is Japanese for snow. That's her name: Yuki) Next, we travel to the Docks Area. The murder area is blocked by Wintershield Guards. They agree to let us pass once we point out we are investigating for the good of the city. On our way we are joined by Kavori Fairheart. Even she couldn't get past the guards, something about jurisdiction. Another female body, surrounded by blood, too much blood for a humanoid creature. Combat - After the battle, we continue our investigation. 1 2 3 4 Something about Bella (incomplete notes: perhaps name of body). Something seems to have changed around the time of the "defeat of the Red Wizards near the coliseum." (See movie: Dungeons & Dragons for more) End of session. Loot: Gold: We also each get 1 healing potion. |
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2025-01-29 18:00 | Lost Mines of Phandelver (continued) | 10 | Show | |||||
Session Notes 2025-01-29 Lost Mines of Phandelver Game Code - Game Name - Location - DM - Party - Party had traveled back to town for shopping. Needed a cleric. Met Big Paw & Tandur. Amu lent healer's kit to Tandur. (Forgot to repay) Combat Combat Round room 800 / 7 = 114 (I rounded down to 113). |
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2025-02-05 18:00 | Lost Mines of Phandelver / Shattered Obelisk Ch 6 | 10 | Bead of Force (x5) | Show | ||||
Session Notes 2025-02-05 DM: Scott Combat Golem x2 & ghost Level up |
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2025-03-05 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-03-05 Phandelver & Below: Shattered Obelisk ch 6 Game Code - Game Name - Location - DM - Party - Gibbet Crossing 3 combats, back-to-back Loot: |
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2025-02-19 18:00 | Phandelver and Below: Shattered Obelisk, ch. 6 | 10 | Show | |||||
Session Notes 2025-02-19 Phandelver and Below: Shattered Obelisk, ch. 6 Game Code - Game Name - Location - DM - Party - Andrew helped me determine my deity is Selune. Drapes with symbols of coins and spiders. Another room, another combat. 16.6.6 gold. |
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2025-03-12 18:00 | Phandelver and Below: Shattered Obelisk, ch. 7 | Lantern of Revealing, Mind Crystal (Careful) | Show | |||||
Session Notes 2025-03-12 Phandelver and Below: Shattered Obelisk, ch. 7 Location - DM - Party - While leaving dungeon, we collect emerald (250g) & Lantern of Revealing. We discover (or pass again) a mural on wall depicting mindflayer ritual. Travel to Phandalin. Our investigation leads to the Sleeping Giant Inn. We question the 2 people there: a drunk and the bartender. Bartender says something about "great and terrible mind." We discover a tunnel and follow it... for miles. We meet people who were being kidnapped by goblins. Something 'took' the goblins. We prepare for combat. Evaelyn (Rhyndera) insists on departing to guide the rescued people to safety. Combat begins against "brain creatures" We prevail. We discover leather scraps (no value?) & Careful Mind Crystal. We do not depart the tunnel. Loot |
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2025-04-02 18:00 | Phandelver and Below: Shattered Obelisk, Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-02 Party - When we left off, we had encountered a small hole, through which we could see an encampment. The Bear went into the encampment. But that player is not present tonight. We attempt to follow the trail of the goblins with human (townsfolk) captives. We move on. We encounter a group of six Quaggoth. We kill 5. The sixth surrenders. We gain a little information. We explore further. Door with green light coming through the crack. We open the door. 2 mind flayers (illithids). We attack. Tarenth gets grappled and stunned. Most of the rest of us get stunned at distance (only 1 round). We had enough allies still active that we didn't get too damaged. We killed one. The second tried to teleport, but Counterspell prevented that. We killed it. We kept 2 heads (bag of holding) in case we want to speak with dead. In the room is a stone statue of a mind flayer with a brain in each hand. It wears a pendant. The brains move (change?) when we aren't looking. There is a glow of green coming off it. There is no magic. We detect the trace of teleportation magic. The goblin/captive tracks end here. We find a closet built for and containing more mind flayer robes. We explore rooms. Perfume, gem. - see loot A door has a placard saying something like: We find a room with 2 prison cells. Under the trash on the ground a scrawled message: We enter various rooms. One contains a gray skinned mind flayer. The usual ones have purple skin. She asks if we are there to join. We explain we got separated from our goblin allies. We attempt to get information. She shows us in her floating crystal a set of doors down a hallway south of the battle. Finally she offers information as to the destination of the prisoners. They went 3 ways. Some to: Desk with letters in Undercommon. A mind flayer doing a dissection of a non human creature with a lot of eyes. We can't determine more. Also there are two 1-eyed creatures in that room. We continue north. We find a large prison room. Loot |
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2025-04-16 18:00 | Phandelver & Below: Shattered Obelisk Ch. 7 | 10 | Show | |||||
Session Notes 2025-04-16 Phandelver & Below: Shattered Obelisk Ch. 7 Game Code - Game Name - Location - DM - Party - Illithinar Laboratory: 6 goblins looting. Traveled through portal C2 Init traded 13. It requires an action to command my owl. C3 Init 11 Loot: Tiara, Mind Crystal. Stairs down; back to where we started. Return. Something about coconuts. Seems to have been an adventure I missed. C4 Init 21 Loot |
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2025-04-04 16:00 | PO-BMG-MOONCA-POB-01 - The Joust of Roses | 10 | Show | |||||
PO-BMG-MOONCA-POB-01 The Joust of Roses Session Notes 2025-04-04 Party Miaxisys Rothenel "Max" (m), wood elf Ra-10 Hunter (Grawler) Tandur (m), human Cl-6/Fi-4 (me, Thomas) Kwyjibo (m), human Bb-8/Ro-1 (Mark) "Number 8" [Automated Food Processing Unit 8], auto gnome lore Bard Lv? (Philippe G-V) Intro by guide, Kithren Rules 3 passes. Judges can adjudicate ties. Our selected opponent: The Black Knight. We prepare for the joust and discuss ideas. Black Knight arrives and taunts us. We joust: Kwyjibo, Number 8, Rhidian. Next chapter. Urphania Chitterbones Next chapter. 10 minute break Final chapter We submit our score: 18 We did not win. Wedding Crashers won the contest. Rewards PO-BMG-MOONCA-POB-01 The Joust of Roses Tandur: Dice made from dyed wood in an assortment of colors Hey there! Thanks for playing PO-BMG-MOONCA-POB-01 - The Joust of Roses today with me, Kurt Hoffstaetter, during Slot 2. All characters earn the following: Level Milestone Woodcutter's Axe- now on character sheet When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. Fabulist Gem- now on character sheet Counterfeit Coins. You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn. Illusory Fashion. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection. Saddle of the Cavalier - now on character sheet |
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2025-04-06 11:00 | PO-BMG-MOON-POB-07 - Of Romance and Dalliances | 66 | 10 | Show | ||||
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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2025-02-06 20:25 | Purchase Log | Show Purchase | ||||||
Spells |
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2025-02-20 09:26 | Purchase Log | Show Purchase | ||||||
Removed 3 Beads of Force from Vault and put on Character Sheet. |
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2025-02-06 19:41 | Purchase Log | -20 | Show Purchase | |||||
Added 2 levels of cleric |