Season:
Forgotten Realms: DD-AL, CCC, PO-BK, SJ-DC, BMG-DRW
Race:
Human
Class:
Cleric-9 (Twi) / Fighter-1
Background:
Lifestyle:
Modest
Current Level:
2
ACP to Level:
4.0
Total GP:
0
Total Downtime:
240
Tag:
Faction:
None
Renown Rank:
Novice (rank 1)
Total Renown:
0
Treasure CPs:
0/0/0/0

Log Entries

Date Played Adventure Title ▲ Session Levels GP Downtime Magic Items
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 -
BMG-DRW-OD-01
(OD, as in Obscure Devotions)

Game Name -
Something in the Way

Location -
CCGHouse

DM -
Andrew B

Party -
Eerie (m), human So-5 (Joe)
Elly (m), elf Wi-6 (Doug)
Tandur (m), human Cl-6/Fi-4 (me, Thomas)

We being in Neverwinter.
Meet with Zahira Daryon
New star in the trail of Selune. Has something to do with the battle against the Red Wizards. They are using magic from outside the Weave.
Wants us to travel to Cormyr (country) & Suzail (town).
Meet with Tasia (Tisia) Granjane in temple to Augmah.
Something about emerald gem dragon. Not sure if it is hostile, supportive or neutral.

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
Tandur gives 2 regular healing to both Elly & Eerie. - now on character sheet

Arcana check: the teleporter looks old but functional.
Next morning.
Begin teleporting. Something wrong. We can help stabilize by expending spell slots.
We supply 10 slots. Enough.
We arrive in the correct town, Suzail, in the back of a building (which one?)
We walk to Temple of Augmah.
It's a library. Elly wants to read the books. We agree to come back later.
We ask for Tisia. We are brought to study of Master Sage.
She offers tea. Eerie gives ours a spike.
She has been watching through a telescope. It's a rogue planetoid. There are many lights upon its surface, making it look like a star.

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)
https://www.dndbeyond.com/magic-items/36822-moon-touched-sword
https://www.dndbeyond.com/magic-items/36819-moon-touched-sword-longsword

Give 3 Greater Healing potions. - now on character sheet

We depart and go to a tavern where Tisia thinks we can find Ranil.
[] 5 gold - Tandur gives to Eerie to help persuade. - now on character sheet

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?
Jean Val Dano, Lunar Courtier.

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
Potion of Vitality

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
We prevail. No damage to, no attacks on the helmsman.

One of the killed creatures vomits up Bracers of Defense. - now on character sheet
3200 gp / 3 = 1066.6.6 each.- now on character sheet

Loot summary
100 g each
1 greater healing potion each.
Moon-Touched Longsword
Bracers of Defense
1066.6.6 gold (each)

2025-04-01 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

BMG-MOON-MD-05 Fleeing Snowdown

Game Code -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, earth genasi Pa-6/Wi-1 (Joe)
Gossemyr, elf Bb-5 (Asia)
Garothe, hill dwarf Bb-7 (Cooper)
Vall, triton Ra-7 (Brian)
The Temp, orc Dr-5 (Neel)
Tandur, human Cl-6/Fi-4 (me, Thomas)

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

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 -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, ? PA-6/WI-1 (Joe)
Gossemyr, ? BB-5 (Asia)
Terrence, WI-10 (John)
Vall, triton RA-9 (Brian)
Garothe, hill dwarf BB-9 (Cooper)
Tandur, human CL-6/FI-4 (me, Thomas)

Note:
Steve & Emris at other table

Wolves to the left of us, horses to the right.

Combat 1, Init 12
Elite Merc drow; success or die. Commit suicide on command (on their turn).
1 (something) did get away.

5 suits of chainmail
300 gold + 75 (each chainmail)
112 gold 5 silver each. Now on character sheet.

Potion? I thought so, but I didn't write it down, so I won't log it.

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 -
BMG-MOON-MO-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Chet, Fi-8 (Nate)
Vall, Ra-9 (Brian)
Gossemyr, Bb-5 (Asia)
Tandur, Cl-6/Fi-4 (me, Thomas)
Garothe, Bb-8 (Cooper)

Cloudy, animals, mostly quiet, mass deforestation.
Farm houses, huts
Soil is bad
Perception
Horses in distance, coming closer.
Dire/giant wolves, faster
2 running humanoids equally fast.

4 groups went north
2 groups went west: 1 group of guards & 1 group of undead.

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.
Faeries departed. Nameless Forest.

Body. Loot 100 g. /

C1 (combat)
Dire wolf x7
Vampire (or similar) x2

[] Name my owl Dr Whoo?

Healed Capt. Stephan. +22 health.

Final Loot:
1 healing potion / replicated > onto character sheet.
20 gp each. > onto character sheet

We are halfway to the narrow part.

End

2025-03-23 12:30 DDAL00-02C Spawn of Maimed Virulence 1141 10 Show

DDAL00-02C Spawn of Maimed Virulence
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each
Bracers of Defense
+ 2 levels
+ 20 Downtime

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
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each - added to character sheet
Bracers of Defense
+ 2 levels
+ 20 Downtime

2025-06-07 16:00 DDEP 06-02 - Return to White Plume Mountain (T2) 41 10 Show

Session Notes 2025-06-07

[2025-06-07] Saturday
041
DDEP 06-02 - Return to White Plume Mountain (T2)

Remember Tandur has +2 on Death Saves (from Blessing & from Ring).

DM: Matt Brown

Party
Mr. Brightbuckles (m) halfling Fi-8 76
Oosh-jin (m) human Fi-1/Bd-9 75
Dresden (m) gnome Fi-10 84
Mylo (m) halfling So-10 66
Tandur (m) human Fi-4/Cl-10 108

Party Name:
Online lookup:
Silent Fist
Merry Plunderers
The River Gang
The Slim Pickens (referring to the film, 1941, referring to our table number)

Announcements -
The wizard, Kelvan wants to do a ritual that will make him more powerful. He even plans to sacrifice Hildran (who?). He may even sacrifice villagers.

Our jobs:
Part of the group (called Tier 3, for some reason) will attempt the rescue.
The other part (called Tier 2) will create a distraction.

The rescue is the job. Killing Kelvan is a bonus

Each group will have a special Sending Stone.

T2
Distract (rescue if possible)
Free the captives then escape.

T3
Infiltrate & rescue

Mylo grants 14 Temp HP

DM: something about Dram & Colendra
The whole area is Dim Light.

Combat 1
R1 Bless

DM Matt Brown (GM):
"The wisest of all know of the power of threes"
"So, three dangers must you brave to find the keys"
"Once in hand, and the keys so turned,"
"The means of exit will then be learned."

Discover man under Geas forced to sing a song forever. He can't leave. But he has a coral key around his neck. What will he trade for? A new song. We teach a new song. We get the key.

Loot

DM Matt Brown (GM):
One Key may open a door, but safety is not sure. Three Keys when turned together can insure a resting place. A Key for each door turned together can secure a victory for a time.

7 minutes to decide (decode) "how many keys?" No clear answer to how many doors. We eventually say "The maximum keys," and the adventure continues.

We open a door and magically find ourselves in a prison. [tc- that's so bogus]
Time of break is approaching. We kill 1 creature; the other 5-8 flee.

Loot
Break

3 sets of double doors.

Wait. Visitor from HQ.
We each get an attack on the Warlord.
Warlord departs.

We go though 1 door [tc- it clearly didn't matter which] and we find ourselves on a theater stage. Each tier goes down. DM provides a visual reference. The players know this, but the characters don't.

Combat.
Effreeti & other things. One of our party was down to 9 HP. But then the announcement.
We win.
yay.

Rewards
444 gp each
Added to character sheet.

Story Awards -

Favor of the Merchant Savil -
For your efforts in saving the Merchant, you can purchase mundane gear from his shops in Neverwinter and Baldur’s Gate at half price for the next year. Available items include all of the Adventuring Gear listed on page 150 of the PHB, except for the spyglass, vials of poison and druidic focuses. If you aren’t in either town, but you’re in the Sword Coast region, you must spend 5 downtime days. If you’re not in the Sword Coast region, you must pay 10 downtime days. This story award expires one year from when it’s earned.

Favor of Selune -
For your efforts in saving the Priestess of Selûne, you may redeem this story award and receive free spellcasting services from any temple of Selûne on the Sword Coast. This story award can be used three times. This story award can’t be used to receive the benefit of a spell higher than 6th level..

Other treasure -
Spell Scroll (Lv3) of Animate Dead.
Ioun Stone of Protection
Cube of Force
Mage's Spellbook

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

he spells of this spellbook are written on sheets of high-quality parchment in golden and silver ink. The pages are bound between plates of blue-painted wood. It contains the following spells: banishment, cone of cold, counterspell, detect magic, detect thoughts, fire shield, fly, globe of invulnerability, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, scrying, shield, stoneskin, teleport, time stop, wall of force.

Necromancer's Spellbook

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

This spellbook consists of rigid sheets of vellum bound in pale, white leather. It contains the following wizard spells: animate dead, bestow curse, Bigby’s hand, blight, blindness/deafness, circle of death, cloudkill, dimension door, false life, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, stoneskin.

Dragon Mark code (already claimed)

2025-08-15 18:00 DDHC-DD-4 For Whom the Void Calls 10 Show

Session Notes 2025-08-15-B

DDHC-DD-4 For Whom the Void Calls

Game Code -
DDHC-DD-4

Game Name -
For Whom the Void Calls

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Radush (Dharma), (m) cloud giant Pa-4/Wa-3 (friends with Shoo-Dar)
Ronam (Josiah), (m) human Ro-8
Tandur (me, Thomas), (m) human Fi-1/Cl-9
Skamos (Roman), (m) tiefling Wa-6

Town of Respite
Traveling in canyon in foothills of desert
inhospitable

Days of travel
3 days
Entered on character sheet

Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan.

Found a body, ran out of food and water. Hand reaching in a certain direction.
We found a crack in the canyon walls.

Crystal bridge + stone platform, doors of glass and brass.

Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator).

The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned.

Statue: female knight with great sword, looks like an elongated elf.

We found water with algae. This is foreboding.

Combat 1
Water elemental
Init 14

Tandur cast Aura of Vitality

Combat 2
4 quadrones + 1 mimic
Init 6

Found 200 rations
Agreed to divide among characters
Entered on character sheet
Silver bars
Brass objects to construct amulet

Console
Video
1 Merchant's Concourse
7 stalls, 2 destroyed + windows looking into suites

2 Astral Gate
Pyramidal room, coins (> 100), urns, treasure.
Onyx stone, sack, like a Bag of Holding, cloak, spear.
Dragon, young or at least not very old

3 Apartment Hallway
Elevator + 5 doors, sconces, but 1 is bad

4 ?

Motes of light
Female Githyankee holding silver great sword
Dragon problem? Yes
Planar gateway is there
Modrons are caretakers
Qaara Lt. ? Chiet
9 years without gith. Air elementals were present to clean.
Safe place? Apartments, probably

Forge
4 Forge
5 Maintenance tunnel
6 Library & teleport circle (perm)
7 Astral gate, broken. Inoperable. Irreparable. Happened 9 years ago. Was the reason they abandoned.

1 Lux Suite #1
2 Lux Suite #2

Door to maint. tunnel

Door w/ stairs to apartments

Feeling we are being watched in the Merchants' Concourse

Voice (Califron again)
Beyond the rubble lies a hoard & me
We don't think he's being truthful

Who built this wall of rubble?
What happened to Origus?
Never got a chance to ask my questions.

Califron. Gold dragon friend.

Sentient bag is eating the dragon's treasure

Flawed ruby - 50 gold
Back to Qaara. Provided details

Library; see creature with 4 eye stalks.
It's a guardian. It's been there 20 years guarding the bookcases.
A little crazy now.
Skamos talked to guardian.

Potion Comprehension
gold ring
tapestry
Gr Healing Pot
Fire Opal
Breastplate, mithril

Lux apartments; gold in walls; extract
Decanter
Goblets

Air Elemental - Changed to sinister. Invisibile stalker
Sink hole (know recollection)

Kobold has 1 silver bar
Bobson winged kobold. Ran away.
Ring of Jumping

Wrap up

DDHC-DD-4
Dragon Delves: For Whom the Void Calls
DM: Malachi

Ring of Jumping, each
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping

Mithril Armor, Breastplate, each
https://www.dndbeyond.com/magic-items/5381-mithral-armor
https://www.dndbeyond.com/magic-items/4681-mithral-breastplate

Potion of Healing (Greater), each
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater

Potion of Comprehension, 4 each
https://www.dndbeyond.com/magic-items/954138-potion-of-comprehension

Clockwork Amulet
https://www.dndbeyond.com/magic-items/27042-clockwork-amulet

Bag of Devouring
https://www.dndbeyond.com/magic-items/4580-bag-of-devouring

Impermeable Rations, 50 each
(200/4 = 50)
No reference found

1536.25 gp each (1536 gold, 2 silver, 2 copper)
(6145/4 =1,536.25)

Next week
1 session from golden vault
off 29th
Series of 3-4 in Sept

2025-08-01 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 1) 10 Show

Session Notes 2025-08-01

DDHC-DD-7
Before the Storm (part 1)
Mox
[2025-08-01]
DM: Malachi

Party -
Shoo-dar (phonetic) (t/t) Ro-5/Fi-1 (Dharma)
Ronum (phonetic) (m) Ro-7 (Josiah)
Harlow (m) Pa-5 (Liam)
Greenwich (m) db So-6 (Sam)
Butte (m) Dr-7 (Ben)
Meinfoo (m) Fi-4/Bb-4 (Sammy)
Tandur (m) Fi-4/Cl-6 (me, Thomas)

We begin by helping save people in the burning tavern.

We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane.

Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air.

We ask questions and gather more facts from those we saved.
The attackers were poorly trained.
12+ attackers
Hastily looted
Dragon is responsible
The corsairs are partnering with the dragon.
(some notes I can't understand: knew better, destruction)
(something about) breath weapon attacks from the ocean.

A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description.

Mayor Gail (f) orc -
Raiders in the past
Crystal gems can protect themselves
Fire is probably distraction
Blue sapphire elemental gems

Black Dragon = Acid. Adult
Build hoard quickly

2 hours north.
Odorous fog.
Breeze dies.
Harsh sulfur.
Cave entrance.
Black dragon's lair

Harlow. Faerie deer.
8+2 pirates

Combat 1

After combat

Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals).

1 pirate captive, David.
1 Pot Heroism

Chapter is not complete. Will complete next week.
Those who can't return will split ___ gold. I knew I was coming back, so I didn't write down the loot for those who could not return.

2025-08-08 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) 10 Show

Session Notes 2025-08-08

DDHC-DD-7 Dragon Delves: Before the Storm (part 2)

Game Code -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

2025-02-18 18:00 DDHC-JRC-CH8 Mists of Manivarsha 10 Show

DDHC-JRC-CH8 Mists of Manivarsha

Game Code -
DDHC-JRC-CH8

Game Name -
Mists of Manivarsha

Location -
Contrarian's Game Cafe

DM -
Tiger

Party -
Tandur, human Fi-3/Cl-6 EK/Twi (me)
Keyrie, harengon Ro-5 (Mike)
Beryl, dwarf Ro-5 (Asia)
Miraena, human Cl-5 (Andrew)
Vonoth, goliath Pa-2/Wa-3 (Scott)
Grathi Slywarrior, goliath Pa-1/Wa-4 (Greg)

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:
Kurjhateeka, a priest.

The 3 great cities are involved in the games.

Aravati temple (?) in Maravarey (?)

Nisha (nickname) in Manivarsha is the target of our protection.
High River Singer (priest) Plabon is our contact.

The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities.
Joltara - mountain, sky, rain, ice, snow; White
May Yoo - plains, wine, generous, bounty: Green/Emerald
Irravati - curious, cunning, quick, silver-tongued; Blue/Sapphire
Aderow-hit - missing city, find your children; Red

Shell, mix
We see a city image. We are asked to enter the bowl and are transported, 1-by-1, to the city in the market square.

Tents, vendors, a stage near the temple, all on a quay. This is:
Shah-gah-poor.

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.
Manivarsa was destroyed by a red wave in the past. That's when the city was lost.
Since we were offered 200 gold each, he alters the deal. We get 100 now and another 100 if we return Nisha.

Session ends.
Long rest is approved.

2025-08-22 18:00 DDHC-KGV-09 Shard of the Accursed 10 Show

Session Notes 2025-08-22

DDHC-KGV-09 Shard of the Accursed

Game Code -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

2025-06-06 11:00 DDHC-TYP-04 - White Plume Mountain 1 10 Show

2025-06-06
BMG VDDW '25-06
Slot / Table 001

DDHC-TYP-04 - White Plume Mountain

DM: Jenny Hale
Party
Kwyjibo (m), human Bb-9/Ro-2 [121] Mark
https://www.dndbeyond.com/characters/146997997

Tandur (m), human Fi-4/Cl-3 [108] me, Thomas
https://www.dndbeyond.com/characters/141196288

Tamarook (m), human Bd-7/Wa-3 [73] Mike
https://www.dndbeyond.com/characters/133624339/A5Ke36

Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila
https://www.dndbeyond.com/characters/124346907/uURUCt

Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75]
https://www.dndbeyond.com/characters/140611646/cpBGt9

Our mission is to obtain 3 weapons

Poem
Search ye far or search ye near
You’ll find no trace of the three
Unless you follow instructions clear
For the weapons abide with me.

North past forest, farm and furrow
You must go to the feathered mound
Then down away from the sun you’ll burrow
Forget life, forget light, forget sound.

To rescue Wave, you must do battle
With the Beast in the Boiling Bubble
Crost cavern vast, where chain-links rattle
Lies Whelm, past water-spouts double.

Blackrazor yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you’re done
For now you’ll find you are caught

I care not, former owners brave
What heroes you seek to hire.
Though mighty, I’ll make each one my slave
Or send him to the fire.

Staircase
Lent 2 torches
Lent (but got back) climber's kit

Combat 1

This DM rules that tieing knots is a "Sleight of Hand" skill check.

Combat 2
Loot
6000 silver
Necklace 3000 gold

Combat 3
Init 21
Obtained Blackrazor
Items worth 11K gold
3 potions (revealed later)

DM rules -
Any treasure obtained in game DOES NOT apply to the carried limit. The carried limit is strictly what you bring into the game. While in-game, you can have more treasure than the limit. You have to reset your carried items (to the limits) before the next game.

1 hour break

Resume
Short Rest
Part of my rope burned up.
Dispose for 0.
Buy more (this time x2)

I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it.

Bless vs. Moonbeam
It would be nice to use a Bonus Action.
I must remember to always use Tactical Mind on Ability Checks. There's no penalty for rolling.
Finally, I want to figure out how to use Action Surge; and for that, I have no plan.

Combat 4
Init 15

Loot
2600 gold
+1 chainmail
[tc - Well, I forgot to post it in the chat. And noboby else did. Either I misunderstood, or I was the only person to hear it. Either way, I won't declare it.]

Combat 5
Init 9

Loot:
Trident ("Wave")
Goggles of Night
Stone of Good Luck
gold & gems

Which doesn't belong: 5, 7, 9, 11, 13
Mark: 9 is not a Prime Number.
Flesh Golem as a follower

Flew across the pit of hanging discs.
My fly was handy.

Combat 6
Init 6
Vampire Lord

Loot:
9000 gold
10,000 silver
Potion Mind Reading

Room of glass spheres
Combat 7

Necklace 12,000 gold
3 keys
Scroll - Fear
Ring (speaks via telepathy) I have all these benefits. Only 1 may depart with me. If I am removed, I lose all my powers. Only way to bring me out is by wearing me. We decide to leave it in the room.

Combat 8
Init 20
Nix & Knox

I used my 4th level Dispel Magic. And it worked.
Moonbeam was lost due to failed Concentration Check

More treasure.

Rewards:
12,100 gold each
Added to character sheet

Part 1
SCroll of Fear,
Goggles of Night
Stone of Good Luck
potion of mind reading,
SCR - conjure minor elementals,
SCR - dispel magic,
SCR - magic mouth).
potion of healing (greater),
Added to character sheet
scroll of protection (fiends),
Plate armor of vulnerabilty (resistance to slashing, vulnerabilyt to the other two) .
ring of protection
Added to character sheet
ring of spell storing (R) (A)
https://www.dndbeyond.com/magic-items/4730-ring-of-spell-storing
Added to character sheet

Part 2 & Conclusion

1 Characters may choose to gain a level.
2 10 Downtime Days
3 Reward Notes:
+ For turning in Blackrazor, Wave, and Whelm...
1 5,000 GP (included above)
and choice of 5 Rare consumables (ammunition comes in single batches of 5).
A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 5 +2 crossbow bolts.
Added to character sheet (3 Pot Sup Healing & 2 Scr Gr Restor)

2 Choice of the following:
Arrow-Catching Shield
Bracers of Defense
Canaith Mandolin of the Bards
Necklace of Prayer Beads (6 beads)
Staff of the Woodlands
Wand of the War Mage +2
+2 Weapon (player choice)
3 At level 17, may choose Blackrazor, Wave, or Whelm; AND choice now of:
Blessing of Protection - +1 bonus to AC and saving throws.
Added to character sheet (as homebrew (Artifact) item w/out Attunement)
Blessing of Weapon Enhancement - One nonmagical weapon (player choice) in your possession becomes a +1 weapon while you wield it.

Dragon Mark Code!

Kwyjibo: 06f6-401d-8a2d
Lyria: 4a22-49eb-99ac
Tamarook: 85b3-4a2c-bb44
Tandur: 01c9-49ad-8048
Ùisdean: 500f-410c-8001

Always thanks to John Steele for his spell effects template!

Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.

Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

2025-06-08 11:00 FR-DC-THAY-02 How to Seduce a Thayan in Tendays 61 10 Show

2025-06-08
FR-DC-THAY-02
How to Seduce a Thayan in Tendays

FR-DC-THAY-02 How to Seduce a Thayan in Tendays

DM: Jamie Chan

Party
Rhyndaera (f) human Fi-8/Wa-2 72
Georg (m) human Ra-8/Ro-1 [75] Init+7 (SnorriHT)
Kenkar (m) Cl-10 (DawnOfShadows)
Pimbly (m) halfling Ro-8/Ra-2 75
Tandur (m) human Fi-4/Cl-6 108

/r 1d10+4

Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards.

With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations.

Harpers chose us because we are strong adventurers
We've been together for 20 days (2 tendays)

Tharch of Thazalhar

Intro
Tandur, human male, is a multi-class cleric-6 / fighter-4, worshipper of Selune. He likes to be supportive in combat. He thinks he's a decent cleric but not particularly good at speeches (think: low Charisma). He dabbles in arcane magic, and travels with a pet owl (familiar).
Twilight Cleric-6 / Eldritch Knight Fighter-4
(Table talk: built as an experiment, I still haven't settled on his backstory, thus the generic icon.)
https://www.dndbeyond.com/characters/141196288

One of you must become the competitor. Our job was to try to seduce
this guy
Yaelend Hulthroun (he/him)

Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards)
Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered
A robust outdoorsman with excellent horsemanship and simple tastes
Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion
Hates puffy sleeves due to a childhood trauma with jellyfish
Is allergic to the smell of cloves
Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks)
Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status

Who will it be?
Rhyndaera volunteered. Good thing, said one person, before you were voluntold.

What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at.

Merchants or Nobles?
Merchants

Cover name: Amera Vestalia.

WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR)
KNOWN INFORMATION AS GATHERED BY THE HARPERS

Yaelend Hulthroun (he/him)

Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards)
Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered
A robust outdoorsman with excellent horsemanship and simple tastes
Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion
Hates puffy sleeves due to a childhood trauma with jellyfish
Is allergic to the smell of cloves
Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks)
Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status

What are our roles in the group?
Tandur is bodyguard. I only came up with that because somebody else suggested it. Otherwise, I would have been unable to answer.

We travel to the mansion. He gives us a tour "prior to the festivities."

We note his guards are sharp.

Walk into a room. Who do you meet?
We choose from handout containing 4 options. Each identifies the success conditions.
We choose Mikald.

1st flashback -
We appear in a room, the Drunken Lion playhouse. [tc- It was not clear to me that it was a flashback.

Snack vendor
Usher
The star is Mikal.
Party member puts ghost pepper into costume in the "privates" area.

[tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions.

Meet Mikald
It is difficult not to know all about Mikald, as he is well-known for being in plays that satirize Red Wizards and Thayan society as a whole. We know he will be performing this afternoon at the Drunken Lion playhouse in Nethentir, in the tharch of Lapendrar.
Your cover story is that of fans coming to see the play.

Required Success Condition
Find a way to sabotage Mikald in his new play “WIGHT PRIVILEGE” such that he looks like a traitor to Thay, or “bring the house down” to injure him. Yaelend does not care for either traitors or invalids.

[tc- Eventually, I got the idea.
Tandur whispers to the old man. "See that symbol?"

We succeed in embarrassing Mikal.

Return to room. Mikal is accused of treason and is escorted away.

2nd flashback-
Wilderness of Thazalhur.
Yellan arranged a competition of hunting. The best trophy wins. There is another hunter on the site. That's the person we have to beat.

We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion.
Your cover story is the same as what you chose for the ball.
Required Success Condition

Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball.

Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20?

Combat 1
2 hydras & 1 roc.
We prevail & are returned to the room.
Loot
Break

Pointy End
(Waterborne Magic-touched Rapier)
Weapon (rapier), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder?

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

ATHORA
(history check)
Something about ATHORA if we have a chance to do a history check later. [tc - We never did, so maybe it was the 4th scene that we didn't have time to choose.

3rd flashback -
We have been watching Elion for some time, and discovered that he seeks to be rid of an embarrassing physical condition by visiting Rhaena’s Manypetals. This bathhouse in the city of Amruthar (in the Lapendrar tharch) is renowned for its scented waters and bath treatments.
Your cover story is that of guests to the bathhouse.

Required Success Condition
Elion has come to remove the stink of goat from his scales. Find a way to sabotage him such that he will be repulsive to Yaelend Hulthroun at the Ball.

East room & west room
Perception checks
Message to party

New cover name: Varessa Swiftwind
Sea elf = Riegel

Other patrons "Mikal was a traitor."

Smelling Elion's musk
We manage to put cloves in the bathwater. Why/how did somebody in our party know that cloves would be bad to the dragonborn?

I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!”

Big as spellplague

Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre.

Mists
“It has been long since I was able to reach out, but today marks the anniversary of my death. I was Tam’s lover before he reached the zenith of his power - before he had me killed.

But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE.

Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you.

Harper's Tongue
(Sentinel Cli Lyre: Undead)
Wondrous Item, rare (requires attunement by a Bard)

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead)

Laraer
Astrid

Harpers wanted scepter
Call on __ to change
Del Humid

Congratulations, you've gained...

Magic Item(s)

Pointy End (Waterborne Moon-touched Rapier)
Harper's Tongue (Sentinel Cli Lyre: Undead)

Story Award(s)

One True Love (only Rhyndaera)

Consumable(s)

Dust of Disappearance
Dust of Sneezing and Choking

Gold

Suitor #1 - Cave Heirlooms - 2,000 gp
Suitor #2 - Elion’s Pouch - 5 gp
Sati’s Reward - 2000 gp

Up to 4005 gp/# of players = 800 gp

...as well as 10 Downtime Days + a level, if you choose to take it.

How to Seduce a Thayan in Tendays (FR-DC-THAY-02)
DM'd by Jamie C. (DCI 3320806668)

Dust of Sneezing and Choking
Wondrous Item, Uncommon
Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.
As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.
On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.
added to character sheet.

Dust of Disappearance
Wondrous Item, Uncommon
This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
added to character sheet.

800 gold
added to character sheet.

Magic Item(s)

Pointy End (Waterborne Moon-touched Rapier)
Pointy End
(Waterborne Magic-touched Rapier)
Weapon (rapier), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?'

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
added to character sheet

Harper's Tongue (Sentinel Cli Lyre: Undead)
Instrument of the Bards
Wondrous Item, rare (requires attunement by a Bard)
https://www.dndbeyond.com/magic-items/9228788-instrument-of-the-bards

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Sentinel. This item glows faintly when Undead creatures are within 120 feet of it.

"(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable."
added to character sheet.

2025-08-17 11:00 FR-DC-THAY-04 What Thayans Want 70 10 Show

Session Notes 2025-08-17-A

FR-DC-THAY-04 What Thayans Want

Game Code -
FR-DC-THAY-04

Game Name -
What Thayans Want

Location -
BMG VDDW

Table/Session -
70

Slot (for survey) -
10

DM -
Jamie C

Party -
Serex (MarkD)
Kenkar (DawnOfShadows)
ELO (Ichabod)
Rhydaeeera (Andrew)
Tandur (me, Thomas)

More later

Rewards
Rewards
What Thayans Want
(FR-DC-THAY-04)
DM'd by Jamie C. (DCI 3320806668)

Congratulations, you've gained...

Magic Item(s)

Bluesteel (Unbreakable Cast-Off Plate Armor)
Hoard Item Option 1: Zee’s Control (Temperate Staff of Healing)^
Hoard Item Option 2: Inkspot (Sentinel Portable Hole: Monstrosity)^
Hoard Item Option 3: My Beardy Face (Songcraft Belt of Dwarvenkind)^
^ Tier 2: 3 Rare items — Explanation: Each player may
choose their one preferred item from the options, but do
not gain all three. The unselected items do not duplicate.

Story Award(s)

The Friends We Made Along The Way

Consumable(s)

Elemental Gem (Blue Sapphire)*
Elemental Gem (Red Corundum)*
Elemental Gem (Yellow Diamond)*

*TREASURE HUNT AWARD GUIDELINES
- Finding one to two items = Grand Prize (one Elemental Gem)
- Finding three to four items = Grander Prize (two Elemental Gems)
- Finding five or more items = Grandest Prize (all three Elemental Gems)

Gold
Theophania's Wares (If Stolen) - 1,000 gp
Sati's Reward - 550 gp each
Up to 4,850 gp/# of players = 550 gp each
Entered on character sheet.

...as well as 10 Downtime Days + a level, if you choose to take it.

Hoard Item Option 1: ZEE’S CONTROL
(TEMPERATE STAFF OF HEALING)

Staff, rare (requires attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!”

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Wondrous Item, rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

When unfolded, the cloth expands like a pool of glossy ink.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity)

Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND)

Wondrous Item, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!”

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Entered on character sheet.

I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage.

He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways.

The Friends We Made Along The Way

You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure.

This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.)

When this singular success has been claimed, remove this Story Award from your character.
Entered on character sheet as temporary.

ELEMENTAL GEM (RED CORUNDUM)

Wondrous Item, uncommon
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.its turns, ending the effect on it on a success.
Entered on character sheet.

ELEMENTAL GEM (YELLOW DIAMOND)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

ELEMENTAL GEM (BLUE SAPPHIRE)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

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 -
FR-DC-VECNA-01

Game Name -
3-Body Problem

Location -
CCG House

DM -
Jamison

Party -
Ulysses Shaw, dragonborn Fi-5/Wa-5 (Isaiah)
Asmara, firbolg Cl-5/Dr-5 (Brian)
Bane, tiefling Mo-10 (Veronica)
Tandur, human Cl-6/Fi-3 (Thomas, me)
Salem, tabaxi Mo-5/Ro-2 (Forrest)

Neverwinter city, aka Skilled Hands, aka Jewel of the North.
D. Neverember is the city premier. He regularly hires mercenaries or adventurers to keep the city secure. We are to have a meeting in the Protectorate Enclave in the Hall of Justice with Kavori Fairheart, Protector of ___.
We are in the temple of Tier, in the foyer, as she comes storming out from a meeting. She is angry, sees us composes herself and greets us. Champions: I have hired you for a mission. You are known to be capable and trustworthy.

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 -
This time we are faced with 2 red jellies (gelatinous creatures) and 3 clear ones. During combat our druid blasts 3 clear ones with lightning. Oops. They split into 6 instead. They (the red and clear) have resistance and/or immunity to a lot of our damage. Nonetheless, we prevail.

After the battle, we continue our investigation.

1
The blood is dragon's blood. And the body has the same appearance: staples and bolts at the wrists, ankles and neck. In this case, we can see the limbs are mismatched.

2
The etchings are in a language we don't know. Our druid casts a spell. She learns the etchings refer to using the soul like a battery.

3
Finally, there is an eyeball in the corpse's mouth.

4
This corpse is a human female, in her 30s, also in a ball dress.

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:
Each vial of poison can be kept (by one player, not replicated) or sold (and split with the party). The party decided to sell both and split the gold. (Otherwise, the item should be Purple Worm Poison, customized to be from Purple Pufferfish. Isaiah, indicated the poison was remarkable.)

Gold:
2000 + 2000 + 500 = 4500/5 = 900 each.

We also each get 1 healing potion.

2025-01-29 18:00 Lost Mines of Phandelver (continued) 10 Show

Session Notes 2025-01-29

Lost Mines of Phandelver

Game Code -
N/A

Game Name -
Lost Mines of Phandelver (continued)

Location -
CCG House

DM -
Scott

Party -
Rhyndera, human pa-5/so-3 (Andrew)
Amu ro-55/bb-4(Isaiah)
Kookey, kobold pa-6/so-3 (Jameson)
Torko, bh-10 (Brandon)
Tandur, human cl-5 (me)
Big Paw, bugbear bb-6 (Brian)
Bane, tiefling mo-10 (Veronica)

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
round 1 - beacon of hope
Round 2 - foe reaction
Lair action
Mummy & shield guardian
shield guardian amulet P17

Combat
Round 1 - bacon of home
Round 2 -

Round room
Combat Ghosts
Round 0 - Turn / Sear Undead 1, 3, 5 failed = Incap & Fright
Round 1

800 / 7 = 114 (I rounded down to 113).

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
Lost Mines of Phandelver / Shattered Obelisk Ch 6

DM: Scott
Skarg (Isaiah)
Blink (Tony)
Torko (Brandon)
Tandur (me)
Bane (Veronica)
Kookey (Jameson)
Rhyndera (Andrew)

Combat Golem x2 & ghost
r1
Sacred Flame saved
r2
Sacred Flame saved
...
Coffin corpses M:10 H:18
r1
cure wounds slot2
r2 Toll Dead saved
1400 gp / 7 =
200
& 8 beads of force

Level up

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 -
Phandelver & Below: Shattered Obelisk ch 6

Location -
CCG House

DM -
Scott

Party -
Skarg, tortle Bb/Mo Lv10 (Isaiah)
Bane, tiefling Mo-10 (Veronica)
Asmara, Firbolg Dr-7, pet: kitty (Brian)
The Bear, bugbear Fi2/Bd6 valor (Joe P)
Tandur, human Fi3/Cl6 twilight (me)
Von, half-elf Ra-5, pet: minnow (Joseph)
Bastrix, kobold Wa/Ro Lv5 (Conrad)
Rhyndera, human pa-10 (Andrew)

Gibbet Crossing
Party has 3d (of 3) shard; just clearing dungeon.
Start G-16

3 combats, back-to-back
Male and female chain devils
Grick (sp?)
Ghost dwarves (ashen wights ?)

Loot:
No loot, except for something about a collapsable cage. The party kept it with the intention of keeping it or selling it.

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 -
Phandelver and Below: Shattered Obelisk

Location -
CCG House

DM -
Scott

Party -
Kookey, kobold pa-6/so-3 (Jameson)
Ghost, deep gnome Ra-5/Ro-4 (Brian)
Tandur, human Cl-6/Fi-3 (me)
Bane, tiefling Mo-10 (Veronica)
Salem, tabaxi Rogue-5 (Forrest)
Miraena (mir AY' nah), human Cl-7 (Andrew)

Andrew helped me determine my deity is Selune.

Drapes with symbols of coins and spiders.
Combat
2 swarms of spiders
1 large spider
1 waxy spider (shape changed to other shape)
Swarms: AC11
Spider: AC<17
Waxy: AC<16 ~ 200 HP
We prevailed. Just coins for loot.

Another room, another combat.
This time we had 6 crabs.

16.6.6 gold.
Scroll of Freedom of Movement.

Date Played Adventure Title ▲ Tier Session ACP TCP Downtime Renown
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 -
BMG-DRW-OD-01
(OD, as in Obscure Devotions)

Game Name -
Something in the Way

Location -
CCGHouse

DM -
Andrew B

Party -
Eerie (m), human So-5 (Joe)
Elly (m), elf Wi-6 (Doug)
Tandur (m), human Cl-6/Fi-4 (me, Thomas)

We being in Neverwinter.
Meet with Zahira Daryon
New star in the trail of Selune. Has something to do with the battle against the Red Wizards. They are using magic from outside the Weave.
Wants us to travel to Cormyr (country) & Suzail (town).
Meet with Tasia (Tisia) Granjane in temple to Augmah.
Something about emerald gem dragon. Not sure if it is hostile, supportive or neutral.

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
Tandur gives 2 regular healing to both Elly & Eerie. - now on character sheet

Arcana check: the teleporter looks old but functional.
Next morning.
Begin teleporting. Something wrong. We can help stabilize by expending spell slots.
We supply 10 slots. Enough.
We arrive in the correct town, Suzail, in the back of a building (which one?)
We walk to Temple of Augmah.
It's a library. Elly wants to read the books. We agree to come back later.
We ask for Tisia. We are brought to study of Master Sage.
She offers tea. Eerie gives ours a spike.
She has been watching through a telescope. It's a rogue planetoid. There are many lights upon its surface, making it look like a star.

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)
https://www.dndbeyond.com/magic-items/36822-moon-touched-sword
https://www.dndbeyond.com/magic-items/36819-moon-touched-sword-longsword

Give 3 Greater Healing potions. - now on character sheet

We depart and go to a tavern where Tisia thinks we can find Ranil.
[] 5 gold - Tandur gives to Eerie to help persuade. - now on character sheet

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?
Jean Val Dano, Lunar Courtier.

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
Potion of Vitality

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
We prevail. No damage to, no attacks on the helmsman.

One of the killed creatures vomits up Bracers of Defense. - now on character sheet
3200 gp / 3 = 1066.6.6 each.- now on character sheet

Loot summary
100 g each
1 greater healing potion each.
Moon-Touched Longsword
Bracers of Defense
1066.6.6 gold (each)

2025-04-01 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

BMG-MOON-MD-05 Fleeing Snowdown

Game Code -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, earth genasi Pa-6/Wi-1 (Joe)
Gossemyr, elf Bb-5 (Asia)
Garothe, hill dwarf Bb-7 (Cooper)
Vall, triton Ra-7 (Brian)
The Temp, orc Dr-5 (Neel)
Tandur, human Cl-6/Fi-4 (me, Thomas)

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

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 -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, ? PA-6/WI-1 (Joe)
Gossemyr, ? BB-5 (Asia)
Terrence, WI-10 (John)
Vall, triton RA-9 (Brian)
Garothe, hill dwarf BB-9 (Cooper)
Tandur, human CL-6/FI-4 (me, Thomas)

Note:
Steve & Emris at other table

Wolves to the left of us, horses to the right.

Combat 1, Init 12
Elite Merc drow; success or die. Commit suicide on command (on their turn).
1 (something) did get away.

5 suits of chainmail
300 gold + 75 (each chainmail)
112 gold 5 silver each. Now on character sheet.

Potion? I thought so, but I didn't write it down, so I won't log it.

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 -
BMG-MOON-MO-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Chet, Fi-8 (Nate)
Vall, Ra-9 (Brian)
Gossemyr, Bb-5 (Asia)
Tandur, Cl-6/Fi-4 (me, Thomas)
Garothe, Bb-8 (Cooper)

Cloudy, animals, mostly quiet, mass deforestation.
Farm houses, huts
Soil is bad
Perception
Horses in distance, coming closer.
Dire/giant wolves, faster
2 running humanoids equally fast.

4 groups went north
2 groups went west: 1 group of guards & 1 group of undead.

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.
Faeries departed. Nameless Forest.

Body. Loot 100 g. /

C1 (combat)
Dire wolf x7
Vampire (or similar) x2

[] Name my owl Dr Whoo?

Healed Capt. Stephan. +22 health.

Final Loot:
1 healing potion / replicated > onto character sheet.
20 gp each. > onto character sheet

We are halfway to the narrow part.

End

2025-03-23 12:30 DDAL00-02C Spawn of Maimed Virulence 1141 10 Show

DDAL00-02C Spawn of Maimed Virulence
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each
Bracers of Defense
+ 2 levels
+ 20 Downtime

2025-03-23 14:30 DDAL00-02D Echoes of the Weeping War 10 Show

DDAL00-02C Spawn of Maimed Virulence
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each - added to character sheet
Bracers of Defense
+ 2 levels
+ 20 Downtime

2025-06-07 16:00 DDEP 06-02 - Return to White Plume Mountain (T2) 41 10 Show

Session Notes 2025-06-07

[2025-06-07] Saturday
041
DDEP 06-02 - Return to White Plume Mountain (T2)

Remember Tandur has +2 on Death Saves (from Blessing & from Ring).

DM: Matt Brown

Party
Mr. Brightbuckles (m) halfling Fi-8 76
Oosh-jin (m) human Fi-1/Bd-9 75
Dresden (m) gnome Fi-10 84
Mylo (m) halfling So-10 66
Tandur (m) human Fi-4/Cl-10 108

Party Name:
Online lookup:
Silent Fist
Merry Plunderers
The River Gang
The Slim Pickens (referring to the film, 1941, referring to our table number)

Announcements -
The wizard, Kelvan wants to do a ritual that will make him more powerful. He even plans to sacrifice Hildran (who?). He may even sacrifice villagers.

Our jobs:
Part of the group (called Tier 3, for some reason) will attempt the rescue.
The other part (called Tier 2) will create a distraction.

The rescue is the job. Killing Kelvan is a bonus

Each group will have a special Sending Stone.

T2
Distract (rescue if possible)
Free the captives then escape.

T3
Infiltrate & rescue

Mylo grants 14 Temp HP

DM: something about Dram & Colendra
The whole area is Dim Light.

Combat 1
R1 Bless

DM Matt Brown (GM):
"The wisest of all know of the power of threes"
"So, three dangers must you brave to find the keys"
"Once in hand, and the keys so turned,"
"The means of exit will then be learned."

Discover man under Geas forced to sing a song forever. He can't leave. But he has a coral key around his neck. What will he trade for? A new song. We teach a new song. We get the key.

Loot

DM Matt Brown (GM):
One Key may open a door, but safety is not sure. Three Keys when turned together can insure a resting place. A Key for each door turned together can secure a victory for a time.

7 minutes to decide (decode) "how many keys?" No clear answer to how many doors. We eventually say "The maximum keys," and the adventure continues.

We open a door and magically find ourselves in a prison. [tc- that's so bogus]
Time of break is approaching. We kill 1 creature; the other 5-8 flee.

Loot
Break

3 sets of double doors.

Wait. Visitor from HQ.
We each get an attack on the Warlord.
Warlord departs.

We go though 1 door [tc- it clearly didn't matter which] and we find ourselves on a theater stage. Each tier goes down. DM provides a visual reference. The players know this, but the characters don't.

Combat.
Effreeti & other things. One of our party was down to 9 HP. But then the announcement.
We win.
yay.

Rewards
444 gp each
Added to character sheet.

Story Awards -

Favor of the Merchant Savil -
For your efforts in saving the Merchant, you can purchase mundane gear from his shops in Neverwinter and Baldur’s Gate at half price for the next year. Available items include all of the Adventuring Gear listed on page 150 of the PHB, except for the spyglass, vials of poison and druidic focuses. If you aren’t in either town, but you’re in the Sword Coast region, you must spend 5 downtime days. If you’re not in the Sword Coast region, you must pay 10 downtime days. This story award expires one year from when it’s earned.

Favor of Selune -
For your efforts in saving the Priestess of Selûne, you may redeem this story award and receive free spellcasting services from any temple of Selûne on the Sword Coast. This story award can be used three times. This story award can’t be used to receive the benefit of a spell higher than 6th level..

Other treasure -
Spell Scroll (Lv3) of Animate Dead.
Ioun Stone of Protection
Cube of Force
Mage's Spellbook

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

he spells of this spellbook are written on sheets of high-quality parchment in golden and silver ink. The pages are bound between plates of blue-painted wood. It contains the following spells: banishment, cone of cold, counterspell, detect magic, detect thoughts, fire shield, fly, globe of invulnerability, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, scrying, shield, stoneskin, teleport, time stop, wall of force.

Necromancer's Spellbook

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

This spellbook consists of rigid sheets of vellum bound in pale, white leather. It contains the following wizard spells: animate dead, bestow curse, Bigby’s hand, blight, blindness/deafness, circle of death, cloudkill, dimension door, false life, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, stoneskin.

Dragon Mark code (already claimed)

2025-08-15 18:00 DDHC-DD-4 For Whom the Void Calls 10 Show

Session Notes 2025-08-15-B

DDHC-DD-4 For Whom the Void Calls

Game Code -
DDHC-DD-4

Game Name -
For Whom the Void Calls

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Radush (Dharma), (m) cloud giant Pa-4/Wa-3 (friends with Shoo-Dar)
Ronam (Josiah), (m) human Ro-8
Tandur (me, Thomas), (m) human Fi-1/Cl-9
Skamos (Roman), (m) tiefling Wa-6

Town of Respite
Traveling in canyon in foothills of desert
inhospitable

Days of travel
3 days
Entered on character sheet

Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan.

Found a body, ran out of food and water. Hand reaching in a certain direction.
We found a crack in the canyon walls.

Crystal bridge + stone platform, doors of glass and brass.

Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator).

The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned.

Statue: female knight with great sword, looks like an elongated elf.

We found water with algae. This is foreboding.

Combat 1
Water elemental
Init 14

Tandur cast Aura of Vitality

Combat 2
4 quadrones + 1 mimic
Init 6

Found 200 rations
Agreed to divide among characters
Entered on character sheet
Silver bars
Brass objects to construct amulet

Console
Video
1 Merchant's Concourse
7 stalls, 2 destroyed + windows looking into suites

2 Astral Gate
Pyramidal room, coins (> 100), urns, treasure.
Onyx stone, sack, like a Bag of Holding, cloak, spear.
Dragon, young or at least not very old

3 Apartment Hallway
Elevator + 5 doors, sconces, but 1 is bad

4 ?

Motes of light
Female Githyankee holding silver great sword
Dragon problem? Yes
Planar gateway is there
Modrons are caretakers
Qaara Lt. ? Chiet
9 years without gith. Air elementals were present to clean.
Safe place? Apartments, probably

Forge
4 Forge
5 Maintenance tunnel
6 Library & teleport circle (perm)
7 Astral gate, broken. Inoperable. Irreparable. Happened 9 years ago. Was the reason they abandoned.

1 Lux Suite #1
2 Lux Suite #2

Door to maint. tunnel

Door w/ stairs to apartments

Feeling we are being watched in the Merchants' Concourse

Voice (Califron again)
Beyond the rubble lies a hoard & me
We don't think he's being truthful

Who built this wall of rubble?
What happened to Origus?
Never got a chance to ask my questions.

Califron. Gold dragon friend.

Sentient bag is eating the dragon's treasure

Flawed ruby - 50 gold
Back to Qaara. Provided details

Library; see creature with 4 eye stalks.
It's a guardian. It's been there 20 years guarding the bookcases.
A little crazy now.
Skamos talked to guardian.

Potion Comprehension
gold ring
tapestry
Gr Healing Pot
Fire Opal
Breastplate, mithril

Lux apartments; gold in walls; extract
Decanter
Goblets

Air Elemental - Changed to sinister. Invisibile stalker
Sink hole (know recollection)

Kobold has 1 silver bar
Bobson winged kobold. Ran away.
Ring of Jumping

Wrap up

DDHC-DD-4
Dragon Delves: For Whom the Void Calls
DM: Malachi

Ring of Jumping, each
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping

Mithril Armor, Breastplate, each
https://www.dndbeyond.com/magic-items/5381-mithral-armor
https://www.dndbeyond.com/magic-items/4681-mithral-breastplate

Potion of Healing (Greater), each
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater

Potion of Comprehension, 4 each
https://www.dndbeyond.com/magic-items/954138-potion-of-comprehension

Clockwork Amulet
https://www.dndbeyond.com/magic-items/27042-clockwork-amulet

Bag of Devouring
https://www.dndbeyond.com/magic-items/4580-bag-of-devouring

Impermeable Rations, 50 each
(200/4 = 50)
No reference found

1536.25 gp each (1536 gold, 2 silver, 2 copper)
(6145/4 =1,536.25)

Next week
1 session from golden vault
off 29th
Series of 3-4 in Sept

2025-08-01 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 1) 10 Show

Session Notes 2025-08-01

DDHC-DD-7
Before the Storm (part 1)
Mox
[2025-08-01]
DM: Malachi

Party -
Shoo-dar (phonetic) (t/t) Ro-5/Fi-1 (Dharma)
Ronum (phonetic) (m) Ro-7 (Josiah)
Harlow (m) Pa-5 (Liam)
Greenwich (m) db So-6 (Sam)
Butte (m) Dr-7 (Ben)
Meinfoo (m) Fi-4/Bb-4 (Sammy)
Tandur (m) Fi-4/Cl-6 (me, Thomas)

We begin by helping save people in the burning tavern.

We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane.

Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air.

We ask questions and gather more facts from those we saved.
The attackers were poorly trained.
12+ attackers
Hastily looted
Dragon is responsible
The corsairs are partnering with the dragon.
(some notes I can't understand: knew better, destruction)
(something about) breath weapon attacks from the ocean.

A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description.

Mayor Gail (f) orc -
Raiders in the past
Crystal gems can protect themselves
Fire is probably distraction
Blue sapphire elemental gems

Black Dragon = Acid. Adult
Build hoard quickly

2 hours north.
Odorous fog.
Breeze dies.
Harsh sulfur.
Cave entrance.
Black dragon's lair

Harlow. Faerie deer.
8+2 pirates

Combat 1

After combat

Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals).

1 pirate captive, David.
1 Pot Heroism

Chapter is not complete. Will complete next week.
Those who can't return will split ___ gold. I knew I was coming back, so I didn't write down the loot for those who could not return.

2025-08-08 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) 10 Show

Session Notes 2025-08-08

DDHC-DD-7 Dragon Delves: Before the Storm (part 2)

Game Code -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

2025-02-18 18:00 DDHC-JRC-CH8 Mists of Manivarsha 10 Show

DDHC-JRC-CH8 Mists of Manivarsha

Game Code -
DDHC-JRC-CH8

Game Name -
Mists of Manivarsha

Location -
Contrarian's Game Cafe

DM -
Tiger

Party -
Tandur, human Fi-3/Cl-6 EK/Twi (me)
Keyrie, harengon Ro-5 (Mike)
Beryl, dwarf Ro-5 (Asia)
Miraena, human Cl-5 (Andrew)
Vonoth, goliath Pa-2/Wa-3 (Scott)
Grathi Slywarrior, goliath Pa-1/Wa-4 (Greg)

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:
Kurjhateeka, a priest.

The 3 great cities are involved in the games.

Aravati temple (?) in Maravarey (?)

Nisha (nickname) in Manivarsha is the target of our protection.
High River Singer (priest) Plabon is our contact.

The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities.
Joltara - mountain, sky, rain, ice, snow; White
May Yoo - plains, wine, generous, bounty: Green/Emerald
Irravati - curious, cunning, quick, silver-tongued; Blue/Sapphire
Aderow-hit - missing city, find your children; Red

Shell, mix
We see a city image. We are asked to enter the bowl and are transported, 1-by-1, to the city in the market square.

Tents, vendors, a stage near the temple, all on a quay. This is:
Shah-gah-poor.

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.
Manivarsa was destroyed by a red wave in the past. That's when the city was lost.
Since we were offered 200 gold each, he alters the deal. We get 100 now and another 100 if we return Nisha.

Session ends.
Long rest is approved.

2025-08-22 18:00 DDHC-KGV-09 Shard of the Accursed 10 Show

Session Notes 2025-08-22

DDHC-KGV-09 Shard of the Accursed

Game Code -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

2025-06-06 11:00 DDHC-TYP-04 - White Plume Mountain 1 10 Show

2025-06-06
BMG VDDW '25-06
Slot / Table 001

DDHC-TYP-04 - White Plume Mountain

DM: Jenny Hale
Party
Kwyjibo (m), human Bb-9/Ro-2 [121] Mark
https://www.dndbeyond.com/characters/146997997

Tandur (m), human Fi-4/Cl-3 [108] me, Thomas
https://www.dndbeyond.com/characters/141196288

Tamarook (m), human Bd-7/Wa-3 [73] Mike
https://www.dndbeyond.com/characters/133624339/A5Ke36

Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila
https://www.dndbeyond.com/characters/124346907/uURUCt

Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75]
https://www.dndbeyond.com/characters/140611646/cpBGt9

Our mission is to obtain 3 weapons

Poem
Search ye far or search ye near
You’ll find no trace of the three
Unless you follow instructions clear
For the weapons abide with me.

North past forest, farm and furrow
You must go to the feathered mound
Then down away from the sun you’ll burrow
Forget life, forget light, forget sound.

To rescue Wave, you must do battle
With the Beast in the Boiling Bubble
Crost cavern vast, where chain-links rattle
Lies Whelm, past water-spouts double.

Blackrazor yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you’re done
For now you’ll find you are caught

I care not, former owners brave
What heroes you seek to hire.
Though mighty, I’ll make each one my slave
Or send him to the fire.

Staircase
Lent 2 torches
Lent (but got back) climber's kit

Combat 1

This DM rules that tieing knots is a "Sleight of Hand" skill check.

Combat 2
Loot
6000 silver
Necklace 3000 gold

Combat 3
Init 21
Obtained Blackrazor
Items worth 11K gold
3 potions (revealed later)

DM rules -
Any treasure obtained in game DOES NOT apply to the carried limit. The carried limit is strictly what you bring into the game. While in-game, you can have more treasure than the limit. You have to reset your carried items (to the limits) before the next game.

1 hour break

Resume
Short Rest
Part of my rope burned up.
Dispose for 0.
Buy more (this time x2)

I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it.

Bless vs. Moonbeam
It would be nice to use a Bonus Action.
I must remember to always use Tactical Mind on Ability Checks. There's no penalty for rolling.
Finally, I want to figure out how to use Action Surge; and for that, I have no plan.

Combat 4
Init 15

Loot
2600 gold
+1 chainmail
[tc - Well, I forgot to post it in the chat. And noboby else did. Either I misunderstood, or I was the only person to hear it. Either way, I won't declare it.]

Combat 5
Init 9

Loot:
Trident ("Wave")
Goggles of Night
Stone of Good Luck
gold & gems

Which doesn't belong: 5, 7, 9, 11, 13
Mark: 9 is not a Prime Number.
Flesh Golem as a follower

Flew across the pit of hanging discs.
My fly was handy.

Combat 6
Init 6
Vampire Lord

Loot:
9000 gold
10,000 silver
Potion Mind Reading

Room of glass spheres
Combat 7

Necklace 12,000 gold
3 keys
Scroll - Fear
Ring (speaks via telepathy) I have all these benefits. Only 1 may depart with me. If I am removed, I lose all my powers. Only way to bring me out is by wearing me. We decide to leave it in the room.

Combat 8
Init 20
Nix & Knox

I used my 4th level Dispel Magic. And it worked.
Moonbeam was lost due to failed Concentration Check

More treasure.

Rewards:
12,100 gold each
Added to character sheet

Part 1
SCroll of Fear,
Goggles of Night
Stone of Good Luck
potion of mind reading,
SCR - conjure minor elementals,
SCR - dispel magic,
SCR - magic mouth).
potion of healing (greater),
Added to character sheet
scroll of protection (fiends),
Plate armor of vulnerabilty (resistance to slashing, vulnerabilyt to the other two) .
ring of protection
Added to character sheet
ring of spell storing (R) (A)
https://www.dndbeyond.com/magic-items/4730-ring-of-spell-storing
Added to character sheet

Part 2 & Conclusion

1 Characters may choose to gain a level.
2 10 Downtime Days
3 Reward Notes:
+ For turning in Blackrazor, Wave, and Whelm...
1 5,000 GP (included above)
and choice of 5 Rare consumables (ammunition comes in single batches of 5).
A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 5 +2 crossbow bolts.
Added to character sheet (3 Pot Sup Healing & 2 Scr Gr Restor)

2 Choice of the following:
Arrow-Catching Shield
Bracers of Defense
Canaith Mandolin of the Bards
Necklace of Prayer Beads (6 beads)
Staff of the Woodlands
Wand of the War Mage +2
+2 Weapon (player choice)
3 At level 17, may choose Blackrazor, Wave, or Whelm; AND choice now of:
Blessing of Protection - +1 bonus to AC and saving throws.
Added to character sheet (as homebrew (Artifact) item w/out Attunement)
Blessing of Weapon Enhancement - One nonmagical weapon (player choice) in your possession becomes a +1 weapon while you wield it.

Dragon Mark Code!

Kwyjibo: 06f6-401d-8a2d
Lyria: 4a22-49eb-99ac
Tamarook: 85b3-4a2c-bb44
Tandur: 01c9-49ad-8048
Ùisdean: 500f-410c-8001

Always thanks to John Steele for his spell effects template!

Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.

Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

2025-06-08 11:00 FR-DC-THAY-02 How to Seduce a Thayan in Tendays 61 10 Show

2025-06-08
FR-DC-THAY-02
How to Seduce a Thayan in Tendays

FR-DC-THAY-02 How to Seduce a Thayan in Tendays

DM: Jamie Chan

Party
Rhyndaera (f) human Fi-8/Wa-2 72
Georg (m) human Ra-8/Ro-1 [75] Init+7 (SnorriHT)
Kenkar (m) Cl-10 (DawnOfShadows)
Pimbly (m) halfling Ro-8/Ra-2 75
Tandur (m) human Fi-4/Cl-6 108

/r 1d10+4

Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards.

With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations.

Harpers chose us because we are strong adventurers
We've been together for 20 days (2 tendays)

Tharch of Thazalhar

Intro
Tandur, human male, is a multi-class cleric-6 / fighter-4, worshipper of Selune. He likes to be supportive in combat. He thinks he's a decent cleric but not particularly good at speeches (think: low Charisma). He dabbles in arcane magic, and travels with a pet owl (familiar).
Twilight Cleric-6 / Eldritch Knight Fighter-4
(Table talk: built as an experiment, I still haven't settled on his backstory, thus the generic icon.)
https://www.dndbeyond.com/characters/141196288

One of you must become the competitor. Our job was to try to seduce
this guy
Yaelend Hulthroun (he/him)

Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards)
Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered
A robust outdoorsman with excellent horsemanship and simple tastes
Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion
Hates puffy sleeves due to a childhood trauma with jellyfish
Is allergic to the smell of cloves
Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks)
Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status

Who will it be?
Rhyndaera volunteered. Good thing, said one person, before you were voluntold.

What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at.

Merchants or Nobles?
Merchants

Cover name: Amera Vestalia.

WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR)
KNOWN INFORMATION AS GATHERED BY THE HARPERS

Yaelend Hulthroun (he/him)

Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards)
Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered
A robust outdoorsman with excellent horsemanship and simple tastes
Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion
Hates puffy sleeves due to a childhood trauma with jellyfish
Is allergic to the smell of cloves
Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks)
Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status

What are our roles in the group?
Tandur is bodyguard. I only came up with that because somebody else suggested it. Otherwise, I would have been unable to answer.

We travel to the mansion. He gives us a tour "prior to the festivities."

We note his guards are sharp.

Walk into a room. Who do you meet?
We choose from handout containing 4 options. Each identifies the success conditions.
We choose Mikald.

1st flashback -
We appear in a room, the Drunken Lion playhouse. [tc- It was not clear to me that it was a flashback.

Snack vendor
Usher
The star is Mikal.
Party member puts ghost pepper into costume in the "privates" area.

[tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions.

Meet Mikald
It is difficult not to know all about Mikald, as he is well-known for being in plays that satirize Red Wizards and Thayan society as a whole. We know he will be performing this afternoon at the Drunken Lion playhouse in Nethentir, in the tharch of Lapendrar.
Your cover story is that of fans coming to see the play.

Required Success Condition
Find a way to sabotage Mikald in his new play “WIGHT PRIVILEGE” such that he looks like a traitor to Thay, or “bring the house down” to injure him. Yaelend does not care for either traitors or invalids.

[tc- Eventually, I got the idea.
Tandur whispers to the old man. "See that symbol?"

We succeed in embarrassing Mikal.

Return to room. Mikal is accused of treason and is escorted away.

2nd flashback-
Wilderness of Thazalhur.
Yellan arranged a competition of hunting. The best trophy wins. There is another hunter on the site. That's the person we have to beat.

We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion.
Your cover story is the same as what you chose for the ball.
Required Success Condition

Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball.

Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20?

Combat 1
2 hydras & 1 roc.
We prevail & are returned to the room.
Loot
Break

Pointy End
(Waterborne Magic-touched Rapier)
Weapon (rapier), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder?

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

ATHORA
(history check)
Something about ATHORA if we have a chance to do a history check later. [tc - We never did, so maybe it was the 4th scene that we didn't have time to choose.

3rd flashback -
We have been watching Elion for some time, and discovered that he seeks to be rid of an embarrassing physical condition by visiting Rhaena’s Manypetals. This bathhouse in the city of Amruthar (in the Lapendrar tharch) is renowned for its scented waters and bath treatments.
Your cover story is that of guests to the bathhouse.

Required Success Condition
Elion has come to remove the stink of goat from his scales. Find a way to sabotage him such that he will be repulsive to Yaelend Hulthroun at the Ball.

East room & west room
Perception checks
Message to party

New cover name: Varessa Swiftwind
Sea elf = Riegel

Other patrons "Mikal was a traitor."

Smelling Elion's musk
We manage to put cloves in the bathwater. Why/how did somebody in our party know that cloves would be bad to the dragonborn?

I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!”

Big as spellplague

Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre.

Mists
“It has been long since I was able to reach out, but today marks the anniversary of my death. I was Tam’s lover before he reached the zenith of his power - before he had me killed.

But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE.

Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you.

Harper's Tongue
(Sentinel Cli Lyre: Undead)
Wondrous Item, rare (requires attunement by a Bard)

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead)

Laraer
Astrid

Harpers wanted scepter
Call on __ to change
Del Humid

Congratulations, you've gained...

Magic Item(s)

Pointy End (Waterborne Moon-touched Rapier)
Harper's Tongue (Sentinel Cli Lyre: Undead)

Story Award(s)

One True Love (only Rhyndaera)

Consumable(s)

Dust of Disappearance
Dust of Sneezing and Choking

Gold

Suitor #1 - Cave Heirlooms - 2,000 gp
Suitor #2 - Elion’s Pouch - 5 gp
Sati’s Reward - 2000 gp

Up to 4005 gp/# of players = 800 gp

...as well as 10 Downtime Days + a level, if you choose to take it.

How to Seduce a Thayan in Tendays (FR-DC-THAY-02)
DM'd by Jamie C. (DCI 3320806668)

Dust of Sneezing and Choking
Wondrous Item, Uncommon
Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.
As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.
On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.
added to character sheet.

Dust of Disappearance
Wondrous Item, Uncommon
This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
added to character sheet.

800 gold
added to character sheet.

Magic Item(s)

Pointy End (Waterborne Moon-touched Rapier)
Pointy End
(Waterborne Magic-touched Rapier)
Weapon (rapier), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?'

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
added to character sheet

Harper's Tongue (Sentinel Cli Lyre: Undead)
Instrument of the Bards
Wondrous Item, rare (requires attunement by a Bard)
https://www.dndbeyond.com/magic-items/9228788-instrument-of-the-bards

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Sentinel. This item glows faintly when Undead creatures are within 120 feet of it.

"(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable."
added to character sheet.

2025-08-17 11:00 FR-DC-THAY-04 What Thayans Want 70 10 Show

Session Notes 2025-08-17-A

FR-DC-THAY-04 What Thayans Want

Game Code -
FR-DC-THAY-04

Game Name -
What Thayans Want

Location -
BMG VDDW

Table/Session -
70

Slot (for survey) -
10

DM -
Jamie C

Party -
Serex (MarkD)
Kenkar (DawnOfShadows)
ELO (Ichabod)
Rhydaeeera (Andrew)
Tandur (me, Thomas)

More later

Rewards
Rewards
What Thayans Want
(FR-DC-THAY-04)
DM'd by Jamie C. (DCI 3320806668)

Congratulations, you've gained...

Magic Item(s)

Bluesteel (Unbreakable Cast-Off Plate Armor)
Hoard Item Option 1: Zee’s Control (Temperate Staff of Healing)^
Hoard Item Option 2: Inkspot (Sentinel Portable Hole: Monstrosity)^
Hoard Item Option 3: My Beardy Face (Songcraft Belt of Dwarvenkind)^
^ Tier 2: 3 Rare items — Explanation: Each player may
choose their one preferred item from the options, but do
not gain all three. The unselected items do not duplicate.

Story Award(s)

The Friends We Made Along The Way

Consumable(s)

Elemental Gem (Blue Sapphire)*
Elemental Gem (Red Corundum)*
Elemental Gem (Yellow Diamond)*

*TREASURE HUNT AWARD GUIDELINES
- Finding one to two items = Grand Prize (one Elemental Gem)
- Finding three to four items = Grander Prize (two Elemental Gems)
- Finding five or more items = Grandest Prize (all three Elemental Gems)

Gold
Theophania's Wares (If Stolen) - 1,000 gp
Sati's Reward - 550 gp each
Up to 4,850 gp/# of players = 550 gp each
Entered on character sheet.

...as well as 10 Downtime Days + a level, if you choose to take it.

Hoard Item Option 1: ZEE’S CONTROL
(TEMPERATE STAFF OF HEALING)

Staff, rare (requires attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!”

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Wondrous Item, rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

When unfolded, the cloth expands like a pool of glossy ink.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity)

Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND)

Wondrous Item, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!”

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Entered on character sheet.

I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage.

He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways.

The Friends We Made Along The Way

You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure.

This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.)

When this singular success has been claimed, remove this Story Award from your character.
Entered on character sheet as temporary.

ELEMENTAL GEM (RED CORUNDUM)

Wondrous Item, uncommon
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.its turns, ending the effect on it on a success.
Entered on character sheet.

ELEMENTAL GEM (YELLOW DIAMOND)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

ELEMENTAL GEM (BLUE SAPPHIRE)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

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 -
FR-DC-VECNA-01

Game Name -
3-Body Problem

Location -
CCG House

DM -
Jamison

Party -
Ulysses Shaw, dragonborn Fi-5/Wa-5 (Isaiah)
Asmara, firbolg Cl-5/Dr-5 (Brian)
Bane, tiefling Mo-10 (Veronica)
Tandur, human Cl-6/Fi-3 (Thomas, me)
Salem, tabaxi Mo-5/Ro-2 (Forrest)

Neverwinter city, aka Skilled Hands, aka Jewel of the North.
D. Neverember is the city premier. He regularly hires mercenaries or adventurers to keep the city secure. We are to have a meeting in the Protectorate Enclave in the Hall of Justice with Kavori Fairheart, Protector of ___.
We are in the temple of Tier, in the foyer, as she comes storming out from a meeting. She is angry, sees us composes herself and greets us. Champions: I have hired you for a mission. You are known to be capable and trustworthy.

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 -
This time we are faced with 2 red jellies (gelatinous creatures) and 3 clear ones. During combat our druid blasts 3 clear ones with lightning. Oops. They split into 6 instead. They (the red and clear) have resistance and/or immunity to a lot of our damage. Nonetheless, we prevail.

After the battle, we continue our investigation.

1
The blood is dragon's blood. And the body has the same appearance: staples and bolts at the wrists, ankles and neck. In this case, we can see the limbs are mismatched.

2
The etchings are in a language we don't know. Our druid casts a spell. She learns the etchings refer to using the soul like a battery.

3
Finally, there is an eyeball in the corpse's mouth.

4
This corpse is a human female, in her 30s, also in a ball dress.

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:
Each vial of poison can be kept (by one player, not replicated) or sold (and split with the party). The party decided to sell both and split the gold. (Otherwise, the item should be Purple Worm Poison, customized to be from Purple Pufferfish. Isaiah, indicated the poison was remarkable.)

Gold:
2000 + 2000 + 500 = 4500/5 = 900 each.

We also each get 1 healing potion.

2025-01-29 18:00 Lost Mines of Phandelver (continued) 10 Show

Session Notes 2025-01-29

Lost Mines of Phandelver

Game Code -
N/A

Game Name -
Lost Mines of Phandelver (continued)

Location -
CCG House

DM -
Scott

Party -
Rhyndera, human pa-5/so-3 (Andrew)
Amu ro-55/bb-4(Isaiah)
Kookey, kobold pa-6/so-3 (Jameson)
Torko, bh-10 (Brandon)
Tandur, human cl-5 (me)
Big Paw, bugbear bb-6 (Brian)
Bane, tiefling mo-10 (Veronica)

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
round 1 - beacon of hope
Round 2 - foe reaction
Lair action
Mummy & shield guardian
shield guardian amulet P17

Combat
Round 1 - bacon of home
Round 2 -

Round room
Combat Ghosts
Round 0 - Turn / Sear Undead 1, 3, 5 failed = Incap & Fright
Round 1

800 / 7 = 114 (I rounded down to 113).

2025-02-05 18:00 Lost Mines of Phandelver / Shattered Obelisk Ch 6 10 Show

Session Notes 2025-02-05
Lost Mines of Phandelver / Shattered Obelisk Ch 6

DM: Scott
Skarg (Isaiah)
Blink (Tony)
Torko (Brandon)
Tandur (me)
Bane (Veronica)
Kookey (Jameson)
Rhyndera (Andrew)

Combat Golem x2 & ghost
r1
Sacred Flame saved
r2
Sacred Flame saved
...
Coffin corpses M:10 H:18
r1
cure wounds slot2
r2 Toll Dead saved
1400 gp / 7 =
200
& 8 beads of force

Level up

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 -
Phandelver & Below: Shattered Obelisk ch 6

Location -
CCG House

DM -
Scott

Party -
Skarg, tortle Bb/Mo Lv10 (Isaiah)
Bane, tiefling Mo-10 (Veronica)
Asmara, Firbolg Dr-7, pet: kitty (Brian)
The Bear, bugbear Fi2/Bd6 valor (Joe P)
Tandur, human Fi3/Cl6 twilight (me)
Von, half-elf Ra-5, pet: minnow (Joseph)
Bastrix, kobold Wa/Ro Lv5 (Conrad)
Rhyndera, human pa-10 (Andrew)

Gibbet Crossing
Party has 3d (of 3) shard; just clearing dungeon.
Start G-16

3 combats, back-to-back
Male and female chain devils
Grick (sp?)
Ghost dwarves (ashen wights ?)

Loot:
No loot, except for something about a collapsable cage. The party kept it with the intention of keeping it or selling it.

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 -
Phandelver and Below: Shattered Obelisk

Location -
CCG House

DM -
Scott

Party -
Kookey, kobold pa-6/so-3 (Jameson)
Ghost, deep gnome Ra-5/Ro-4 (Brian)
Tandur, human Cl-6/Fi-3 (me)
Bane, tiefling Mo-10 (Veronica)
Salem, tabaxi Rogue-5 (Forrest)
Miraena (mir AY' nah), human Cl-7 (Andrew)

Andrew helped me determine my deity is Selune.

Drapes with symbols of coins and spiders.
Combat
2 swarms of spiders
1 large spider
1 waxy spider (shape changed to other shape)
Swarms: AC11
Spider: AC<17
Waxy: AC<16 ~ 200 HP
We prevailed. Just coins for loot.

Another room, another combat.
This time we had 6 crabs.

16.6.6 gold.
Scroll of Freedom of Movement.

Date Played Adventure Title ▲ Session XP GP Downtime Renown Magic Items
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 -
BMG-DRW-OD-01
(OD, as in Obscure Devotions)

Game Name -
Something in the Way

Location -
CCGHouse

DM -
Andrew B

Party -
Eerie (m), human So-5 (Joe)
Elly (m), elf Wi-6 (Doug)
Tandur (m), human Cl-6/Fi-4 (me, Thomas)

We being in Neverwinter.
Meet with Zahira Daryon
New star in the trail of Selune. Has something to do with the battle against the Red Wizards. They are using magic from outside the Weave.
Wants us to travel to Cormyr (country) & Suzail (town).
Meet with Tasia (Tisia) Granjane in temple to Augmah.
Something about emerald gem dragon. Not sure if it is hostile, supportive or neutral.

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
Tandur gives 2 regular healing to both Elly & Eerie. - now on character sheet

Arcana check: the teleporter looks old but functional.
Next morning.
Begin teleporting. Something wrong. We can help stabilize by expending spell slots.
We supply 10 slots. Enough.
We arrive in the correct town, Suzail, in the back of a building (which one?)
We walk to Temple of Augmah.
It's a library. Elly wants to read the books. We agree to come back later.
We ask for Tisia. We are brought to study of Master Sage.
She offers tea. Eerie gives ours a spike.
She has been watching through a telescope. It's a rogue planetoid. There are many lights upon its surface, making it look like a star.

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)
https://www.dndbeyond.com/magic-items/36822-moon-touched-sword
https://www.dndbeyond.com/magic-items/36819-moon-touched-sword-longsword

Give 3 Greater Healing potions. - now on character sheet

We depart and go to a tavern where Tisia thinks we can find Ranil.
[] 5 gold - Tandur gives to Eerie to help persuade. - now on character sheet

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?
Jean Val Dano, Lunar Courtier.

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
Potion of Vitality

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
We prevail. No damage to, no attacks on the helmsman.

One of the killed creatures vomits up Bracers of Defense. - now on character sheet
3200 gp / 3 = 1066.6.6 each.- now on character sheet

Loot summary
100 g each
1 greater healing potion each.
Moon-Touched Longsword
Bracers of Defense
1066.6.6 gold (each)

2025-04-01 18:00 BMG-MOON-MD-05 Fleeing Snowdown 10 Show

BMG-MOON-MD-05 Fleeing Snowdown

Game Code -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, earth genasi Pa-6/Wi-1 (Joe)
Gossemyr, elf Bb-5 (Asia)
Garothe, hill dwarf Bb-7 (Cooper)
Vall, triton Ra-7 (Brian)
The Temp, orc Dr-5 (Neel)
Tandur, human Cl-6/Fi-4 (me, Thomas)

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

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 -
BMG-MOON-MD-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Sir Mancha, ? PA-6/WI-1 (Joe)
Gossemyr, ? BB-5 (Asia)
Terrence, WI-10 (John)
Vall, triton RA-9 (Brian)
Garothe, hill dwarf BB-9 (Cooper)
Tandur, human CL-6/FI-4 (me, Thomas)

Note:
Steve & Emris at other table

Wolves to the left of us, horses to the right.

Combat 1, Init 12
Elite Merc drow; success or die. Commit suicide on command (on their turn).
1 (something) did get away.

5 suits of chainmail
300 gold + 75 (each chainmail)
112 gold 5 silver each. Now on character sheet.

Potion? I thought so, but I didn't write it down, so I won't log it.

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 -
BMG-MOON-MO-05

Game Name -
Fleeing Snowdown

Location -
Contrarian's Game Cafe

DM -
Mike B

Party -
Chet, Fi-8 (Nate)
Vall, Ra-9 (Brian)
Gossemyr, Bb-5 (Asia)
Tandur, Cl-6/Fi-4 (me, Thomas)
Garothe, Bb-8 (Cooper)

Cloudy, animals, mostly quiet, mass deforestation.
Farm houses, huts
Soil is bad
Perception
Horses in distance, coming closer.
Dire/giant wolves, faster
2 running humanoids equally fast.

4 groups went north
2 groups went west: 1 group of guards & 1 group of undead.

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.
Faeries departed. Nameless Forest.

Body. Loot 100 g. /

C1 (combat)
Dire wolf x7
Vampire (or similar) x2

[] Name my owl Dr Whoo?

Healed Capt. Stephan. +22 health.

Final Loot:
1 healing potion / replicated > onto character sheet.
20 gp each. > onto character sheet

We are halfway to the narrow part.

End

2025-03-23 12:30 DDAL00-02C Spawn of Maimed Virulence 1141 10 Show

DDAL00-02C Spawn of Maimed Virulence
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each
Bracers of Defense
+ 2 levels
+ 20 Downtime

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
DDAL00-02D Echoes of the Weeping War

DM: Howard
(w0d6w9h1426@gmail.com)

Table: 4
Slot: 1141

Party -
Dargoth, dragonborn Wiz-8/Fi-2 (Steve)
Spike, orc Fig-5 (Joe)
Xaron, elf Warl-5 (Evan & dad)
Tandur, Cl-6/Fi-3 (me, Thomas)

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.
Internet doesn't say Vorgansharax was the mate.

Q: What module... ?
A: If it it an Epic you are probably looking for the Season 1 Epic The Corruption of Kryptgarden. It features Claugiyliamatar (Old Gnawbones). Season 1 of AL also features Vorgansharax (The Maimed Virulence) and his takeover of the city of Phlan. One of the Tier 2 AL Myth Drannor modules also briefly features Verthandantalynx (The Verdant Cloud) as a quest giver.

Verthandantalynx (Verdant Cloud) had 3 children, 2 daughters and a son.
brother: Gwyr
sisters: Berdea & Verdian

copy/paste
Verthandantalynx (VER-tha-DAN-ta-links). The former mate of Vorgansharx, the Maimed Virulence, she is also known as the Verdant Cloud.

"Verdian"
Viridianantallax (Veer-id-eean-an-tall-ax). One of the brood of Verthandantalynx and Vorgansharax. Viridian is strong and uses his strength to intimidate lesser beings.

"Berdea"
Berdeanostia (Bar-dee-a-no-stee-a). One of the brood of Verthandantalynx and Vorgansharax. Berdea cares little for anything but making sure her next meal is nearby.

"Gwyr"
Gwyrddentuliar (Gwee-erd-en-tul-ear). One of the brood of Verthandantalynx and Vorgansharax.

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:
465 gold
Bought
2 x Antitoxin 2 x 50 =100
1 x Gr Healing Pot 200
4 x Regular Healing Pots 4 x 25 =100
DMG Prices /Howard

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:
Yuoli, elf
Vastanaz, wood elf, probably working with dragons
Eltruella, no idea.

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.
Potion of healing
Potion of Resistance to Poison
Bracers of Defense ? Dex ?
400 gp

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
Rumors of eccentric archeologist, Corolla (clearly misspelled), rumored to have found something at ancient elven ruined outpost along Dranthor River, formerly owned by Acvalar Army of Cormanthor (elves).

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 -
Harbor.
Hire boat, the Green Reach, Capt Grant Condor.

C1
Hydra & 3 baby hydras.

Debark
Enter ruins
Attacked by demons (fiends), (of 2 types? perhaps short on miniatures), in hallway.
C2

Man standing there. Run! Later, take my bags and run? Later, help me!
We fight
C3
We get out with 3 bags, the sword, and the "archeologist" who is clearly just a tomb raider, bandit.

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
2 dragons.

975 gp each - added to character sheet
Bracers of Defense
+ 2 levels
+ 20 Downtime

2025-06-07 16:00 DDEP 06-02 - Return to White Plume Mountain (T2) 41 10 Show

Session Notes 2025-06-07

[2025-06-07] Saturday
041
DDEP 06-02 - Return to White Plume Mountain (T2)

Remember Tandur has +2 on Death Saves (from Blessing & from Ring).

DM: Matt Brown

Party
Mr. Brightbuckles (m) halfling Fi-8 76
Oosh-jin (m) human Fi-1/Bd-9 75
Dresden (m) gnome Fi-10 84
Mylo (m) halfling So-10 66
Tandur (m) human Fi-4/Cl-10 108

Party Name:
Online lookup:
Silent Fist
Merry Plunderers
The River Gang
The Slim Pickens (referring to the film, 1941, referring to our table number)

Announcements -
The wizard, Kelvan wants to do a ritual that will make him more powerful. He even plans to sacrifice Hildran (who?). He may even sacrifice villagers.

Our jobs:
Part of the group (called Tier 3, for some reason) will attempt the rescue.
The other part (called Tier 2) will create a distraction.

The rescue is the job. Killing Kelvan is a bonus

Each group will have a special Sending Stone.

T2
Distract (rescue if possible)
Free the captives then escape.

T3
Infiltrate & rescue

Mylo grants 14 Temp HP

DM: something about Dram & Colendra
The whole area is Dim Light.

Combat 1
R1 Bless

DM Matt Brown (GM):
"The wisest of all know of the power of threes"
"So, three dangers must you brave to find the keys"
"Once in hand, and the keys so turned,"
"The means of exit will then be learned."

Discover man under Geas forced to sing a song forever. He can't leave. But he has a coral key around his neck. What will he trade for? A new song. We teach a new song. We get the key.

Loot

DM Matt Brown (GM):
One Key may open a door, but safety is not sure. Three Keys when turned together can insure a resting place. A Key for each door turned together can secure a victory for a time.

7 minutes to decide (decode) "how many keys?" No clear answer to how many doors. We eventually say "The maximum keys," and the adventure continues.

We open a door and magically find ourselves in a prison. [tc- that's so bogus]
Time of break is approaching. We kill 1 creature; the other 5-8 flee.

Loot
Break

3 sets of double doors.

Wait. Visitor from HQ.
We each get an attack on the Warlord.
Warlord departs.

We go though 1 door [tc- it clearly didn't matter which] and we find ourselves on a theater stage. Each tier goes down. DM provides a visual reference. The players know this, but the characters don't.

Combat.
Effreeti & other things. One of our party was down to 9 HP. But then the announcement.
We win.
yay.

Rewards
444 gp each
Added to character sheet.

Story Awards -

Favor of the Merchant Savil -
For your efforts in saving the Merchant, you can purchase mundane gear from his shops in Neverwinter and Baldur’s Gate at half price for the next year. Available items include all of the Adventuring Gear listed on page 150 of the PHB, except for the spyglass, vials of poison and druidic focuses. If you aren’t in either town, but you’re in the Sword Coast region, you must spend 5 downtime days. If you’re not in the Sword Coast region, you must pay 10 downtime days. This story award expires one year from when it’s earned.

Favor of Selune -
For your efforts in saving the Priestess of Selûne, you may redeem this story award and receive free spellcasting services from any temple of Selûne on the Sword Coast. This story award can be used three times. This story award can’t be used to receive the benefit of a spell higher than 6th level..

Other treasure -
Spell Scroll (Lv3) of Animate Dead.
Ioun Stone of Protection
Cube of Force
Mage's Spellbook

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

he spells of this spellbook are written on sheets of high-quality parchment in golden and silver ink. The pages are bound between plates of blue-painted wood. It contains the following spells: banishment, cone of cold, counterspell, detect magic, detect thoughts, fire shield, fly, globe of invulnerability, lightning bolt, mage armor, magic missile, mind blank, mirror image, misty step, scrying, shield, stoneskin, teleport, time stop, wall of force.

Necromancer's Spellbook

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

This spellbook consists of rigid sheets of vellum bound in pale, white leather. It contains the following wizard spells: animate dead, bestow curse, Bigby’s hand, blight, blindness/deafness, circle of death, cloudkill, dimension door, false life, mage armor, ray of enfeeblement, ray of sickness, stoneskin, vampiric touch, stoneskin.

Dragon Mark code (already claimed)

2025-08-15 18:00 DDHC-DD-4 For Whom the Void Calls 10 Show

Session Notes 2025-08-15-B

DDHC-DD-4 For Whom the Void Calls

Game Code -
DDHC-DD-4

Game Name -
For Whom the Void Calls

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Radush (Dharma), (m) cloud giant Pa-4/Wa-3 (friends with Shoo-Dar)
Ronam (Josiah), (m) human Ro-8
Tandur (me, Thomas), (m) human Fi-1/Cl-9
Skamos (Roman), (m) tiefling Wa-6

Town of Respite
Traveling in canyon in foothills of desert
inhospitable

Days of travel
3 days
Entered on character sheet

Man named Califron called to us in our minds. He and his companion, Origus, were traveling together. Califron got captured. He found himself trapped in the lair of a brass dragon named Yolagan.

Found a body, ran out of food and water. Hand reaching in a certain direction.
We found a crack in the canyon walls.

Crystal bridge + stone platform, doors of glass and brass.

Used Mage Hand to open the door. There is a blue glow all around inside. We see stairs up. Glass box on right side (later we learned it was an elevator).

The whole area is pristine and advanced, maybe related to far realm / gith. Maybe abandoned.

Statue: female knight with great sword, looks like an elongated elf.

We found water with algae. This is foreboding.

Combat 1
Water elemental
Init 14

Tandur cast Aura of Vitality

Combat 2
4 quadrones + 1 mimic
Init 6

Found 200 rations
Agreed to divide among characters
Entered on character sheet
Silver bars
Brass objects to construct amulet

Console
Video
1 Merchant's Concourse
7 stalls, 2 destroyed + windows looking into suites

2 Astral Gate
Pyramidal room, coins (> 100), urns, treasure.
Onyx stone, sack, like a Bag of Holding, cloak, spear.
Dragon, young or at least not very old

3 Apartment Hallway
Elevator + 5 doors, sconces, but 1 is bad

4 ?

Motes of light
Female Githyankee holding silver great sword
Dragon problem? Yes
Planar gateway is there
Modrons are caretakers
Qaara Lt. ? Chiet
9 years without gith. Air elementals were present to clean.
Safe place? Apartments, probably

Forge
4 Forge
5 Maintenance tunnel
6 Library & teleport circle (perm)
7 Astral gate, broken. Inoperable. Irreparable. Happened 9 years ago. Was the reason they abandoned.

1 Lux Suite #1
2 Lux Suite #2

Door to maint. tunnel

Door w/ stairs to apartments

Feeling we are being watched in the Merchants' Concourse

Voice (Califron again)
Beyond the rubble lies a hoard & me
We don't think he's being truthful

Who built this wall of rubble?
What happened to Origus?
Never got a chance to ask my questions.

Califron. Gold dragon friend.

Sentient bag is eating the dragon's treasure

Flawed ruby - 50 gold
Back to Qaara. Provided details

Library; see creature with 4 eye stalks.
It's a guardian. It's been there 20 years guarding the bookcases.
A little crazy now.
Skamos talked to guardian.

Potion Comprehension
gold ring
tapestry
Gr Healing Pot
Fire Opal
Breastplate, mithril

Lux apartments; gold in walls; extract
Decanter
Goblets

Air Elemental - Changed to sinister. Invisibile stalker
Sink hole (know recollection)

Kobold has 1 silver bar
Bobson winged kobold. Ran away.
Ring of Jumping

Wrap up

DDHC-DD-4
Dragon Delves: For Whom the Void Calls
DM: Malachi

Ring of Jumping, each
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping

Mithril Armor, Breastplate, each
https://www.dndbeyond.com/magic-items/5381-mithral-armor
https://www.dndbeyond.com/magic-items/4681-mithral-breastplate

Potion of Healing (Greater), each
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater

Potion of Comprehension, 4 each
https://www.dndbeyond.com/magic-items/954138-potion-of-comprehension

Clockwork Amulet
https://www.dndbeyond.com/magic-items/27042-clockwork-amulet

Bag of Devouring
https://www.dndbeyond.com/magic-items/4580-bag-of-devouring

Impermeable Rations, 50 each
(200/4 = 50)
No reference found

1536.25 gp each (1536 gold, 2 silver, 2 copper)
(6145/4 =1,536.25)

Next week
1 session from golden vault
off 29th
Series of 3-4 in Sept

2025-08-01 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 1) 10 Show

Session Notes 2025-08-01

DDHC-DD-7
Before the Storm (part 1)
Mox
[2025-08-01]
DM: Malachi

Party -
Shoo-dar (phonetic) (t/t) Ro-5/Fi-1 (Dharma)
Ronum (phonetic) (m) Ro-7 (Josiah)
Harlow (m) Pa-5 (Liam)
Greenwich (m) db So-6 (Sam)
Butte (m) Dr-7 (Ben)
Meinfoo (m) Fi-4/Bb-4 (Sammy)
Tandur (m) Fi-4/Cl-6 (me, Thomas)

We begin by helping save people in the burning tavern.

We begin in the town of Respite. It's along the coast. They have a town weather vane. They believe the pirates, north along the coast, in Cobblehook Cove (aka the corsairs) started the fire in the tavern (in addition to / as a distraction to enable) the stealing of the sapphires from out of the eye sockets of the weather vane.

Those sapphires power the magic weather vane to keep Respite safe from the nearby elemental plane of air.

We ask questions and gather more facts from those we saved.
The attackers were poorly trained.
12+ attackers
Hastily looted
Dragon is responsible
The corsairs are partnering with the dragon.
(some notes I can't understand: knew better, destruction)
(something about) breath weapon attacks from the ocean.

A local townsperson, Vottree is concerned for her son, Pierre. He had a yearning for adventure. She fears he may have gotten mixed up with the pirates. Can we save him? Gives description.

Mayor Gail (f) orc -
Raiders in the past
Crystal gems can protect themselves
Fire is probably distraction
Blue sapphire elemental gems

Black Dragon = Acid. Adult
Build hoard quickly

2 hours north.
Odorous fog.
Breeze dies.
Harsh sulfur.
Cave entrance.
Black dragon's lair

Harlow. Faerie deer.
8+2 pirates

Combat 1

After combat

Aura of Vitality. This restores, over the course of 1 minute, 20d6 HP. I did this very efficiently in-game. Since I wrote out my rolls, I can now see I rolled 56, compared to the midpoint of the bell curve, of 70. Not so great! Still 56 HP for a 3rd Level Spell Slot is pretty good (compared to other heals).

1 pirate captive, David.
1 Pot Heroism

Chapter is not complete. Will complete next week.
Those who can't return will split ___ gold. I knew I was coming back, so I didn't write down the loot for those who could not return.

2025-08-08 18:00 DDHC-DD-7 Dragon Delves: Before the Storm (part 2) 10 Show

Session Notes 2025-08-08

DDHC-DD-7 Dragon Delves: Before the Storm (part 2)

Game Code -
DDHC-DD-7

Game Name -
Dragon Delves: Before the Storm (part 2)

Location -
Mox Boarding House, Portland

Table -

DM -
Malachi

Party -
Greenwich (m), dragonborn So-7 (Sam)
Skamos (m), tiefling Wa-5 (Roman)
Saphie (or Grumpy) (m), cloud giant Bb-8 (Ray)
Meinfoo (m), harengon Bb-6 / Fi-4 (Sammy)
Tandur (m), human Fi-4 / Cl-6 (me, Thomas)

We have been adventuring in Cobblehook Cove, a camp run by a pirates. The pirates had ransacked the town of Respite and stole 2 sapphire gems from the weathervane. This weathervane was the magic item protecting the city from the elemental plane located very nearby.

We (some of us) rescued Pierre earlier (last week). We begin preparing to adventure further into the pirate (& dragon?) cave. Some new party members join us, having been sent from Respite to replace those who accompanied Pierre back to town.

From the captive last week and from Pierre, we learned there are a couple known areas. There is a treasure trove. There is a kitchen. We expect there to be more pirates. There is a 2nd path. There is a dragon's nest.

We choose a path. We hear pirates singing. We prepare for combat. We enter the cave.

Combat 1
Init 13
Bless

Great DM narration.
The beat up assassin, glows purple. It complements his goth appearance. "Cool. So metal!" he says.

We manage to leave 1 foe alive. We learned some information.

The "captain" is the same as the dragon. It is called Sable Wing. The pirate was terrified to oppose Sable Wing. But as we eliminated his allies, he's fairly scared of us, too. He agrees that if we leave him alive he will escape and flee.

We gather as much information as we can. His name is: J. C. Horace. Tandur gives him 74 gold since he's leaving without any of his, and he was so generous with information. Tandur (not sure of the intentions of the other party members) escorts him to the door. He departs through one set of doors.
Entered on character sheet.

We enter the pirates' treasure trove (the other door). We find 1 of the 2 sapphires. Tandur keeps it.

We depart the cave. We take a short rest in the woods under cover. Although we detected the dragon flying around (and it seemed angry) (we assess that he learned all his pirate were dead or gone).

After a short rest we move back in.

We enter the dragon's cave. He taunts us by showing us the sapphire. "Oh, you want this?" Greenwich attempts to negotiate (being dragonborn). It didn't work, but it bought us maybe a round to spread a little.

Nonetheless Combat 2; and almost all of us get hit with a breath attack.

Eventuatlly, Sable Wing takes flight. We noticed where he flipped the sapphire. Meinfoo who had been in melee with Sable Wing from the start of combat, managed to collect the sapphire. He gestured to Tandur. Tandur said, it's time for us to depart.

Most of us focused on getting out of the cave, while Greenwich distracted the dragon by attacking him.

We managed to get away, all of use alive (except for Dr. Hoo).

We return to the town. We are showered in gifts.

The dragon, having lost his followers, decides to depart.

End of session.

Rewards -
Stone of Good Luck (Luckstone)
https://www.dndbeyond.com/magic-items/4773-stone-of-good-luck-luckstone
Entered on character sheet.

Mariner's Armor
https://www.dndbeyond.com/magic-items/9228837-mariners-armor
Full Plate
https://www.dndbeyond.com/magic-items/9228845-mariners-plate-armor
Entered on character sheet.

Ring of Evasion
https://www.dndbeyond.com/magic-items/4720-ring-of-evasion
Entered on character sheet.

Oil of Sharpness
https://www.dndbeyond.com/magic-items/9228908-oil-of-sharpness
Entered on character sheet.

2x Potion of Heroism
https://www.dndbeyond.com/magic-items/4709-potion-of-heroism
Entered on character sheet.

Potion of Healing (Greater)
https://www.dndbeyond.com/magic-items/5133-potion-of-healing-greater
Entered on character sheet.

1160 gold (each, 5800/5=1,160)
Entered on character sheet.

Bead of Force - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of healing - Lent - Used
Entered on character sheet.

Potion of Healing (Greater) - used on ally.
Entered on character sheet.

Lost familiar twice
need to buy components (x2)
Entered on character sheet.

2025-02-18 18:00 DDHC-JRC-CH8 Mists of Manivarsha 10 Show

DDHC-JRC-CH8 Mists of Manivarsha

Game Code -
DDHC-JRC-CH8

Game Name -
Mists of Manivarsha

Location -
Contrarian's Game Cafe

DM -
Tiger

Party -
Tandur, human Fi-3/Cl-6 EK/Twi (me)
Keyrie, harengon Ro-5 (Mike)
Beryl, dwarf Ro-5 (Asia)
Miraena, human Cl-5 (Andrew)
Vonoth, goliath Pa-2/Wa-3 (Scott)
Grathi Slywarrior, goliath Pa-1/Wa-4 (Greg)

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:
Kurjhateeka, a priest.

The 3 great cities are involved in the games.

Aravati temple (?) in Maravarey (?)

Nisha (nickname) in Manivarsha is the target of our protection.
High River Singer (priest) Plabon is our contact.

The goliath begins a ritual around the bowl, recognizing the 4 gods and 4 cities.
Joltara - mountain, sky, rain, ice, snow; White
May Yoo - plains, wine, generous, bounty: Green/Emerald
Irravati - curious, cunning, quick, silver-tongued; Blue/Sapphire
Aderow-hit - missing city, find your children; Red

Shell, mix
We see a city image. We are asked to enter the bowl and are transported, 1-by-1, to the city in the market square.

Tents, vendors, a stage near the temple, all on a quay. This is:
Shah-gah-poor.

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.
Manivarsa was destroyed by a red wave in the past. That's when the city was lost.
Since we were offered 200 gold each, he alters the deal. We get 100 now and another 100 if we return Nisha.

Session ends.
Long rest is approved.

2025-08-22 18:00 DDHC-KGV-09 Shard of the Accursed 10 Show

Session Notes 2025-08-22

DDHC-KGV-09 Shard of the Accursed

Game Code -
DDHC-KGV-09

Game Name -
Shard of the Accursed

Location -
Mox

Table -
x

DM -
Malachi

Party -
Player -
Carsin (accent on 2nd syl) the middle consonant is like an S followed by TH KAR-STHIN

Lex (f) human Ro-9 (Carsin)
Ronum (m) Db Ro-9 (Josiah)
Stratus (f) human Fi-8 (Roman)
Harlow (?) changeling Pa-7 (Liam)
Tandur (m) human Fi-1/Cl-9 (me, Thomas)
Greenwich (m) Db So-8 (Sam)

We meet with a potential employer at a dusty warehouse owned by the
Couatl Company. We had seen a poster.

We are brought into a private office to meet with Jamishka.

He wants to offer us a contract. He gives us the history of a town called Oztocan.

Recently, the town started mining a new mineral.

It's where he's from. He cares about it.

But he removed an item from the town. Then bad things happened. He shows us the obsidian shard. It's a couple feet long. He wants us to return it.

This requires 2 things -
1. Take the object to Oztocan.
2. Locate the proper place to return it.

Bad things have been happening. It's not the risk to keep it. It's not worth the risk for him to travel with it. He doesn't want to risk danger to himself, his family or his favorite town.

He knows that an employee of his vanished. He didn't give us (the module didn't reveal) a name.

He knows about a new shadow organization: Onyx Scar.

More history.

Leandro -

Relago -

I was super tired. And the DM wasn't perfectly clear. I pulled this from DDB.

Leandro Sedhar

Asking for Leandro around town leads the characters to the Giant’s Skull, a welcoming inn made of wood and adobe. Leandro has been staying here for the past few weeks.

Leandro (chaotic good noble) is a tabaxi—a Humanoid with feline features, including claws and a tail. He’s short and stout, with lush, sand-colored fur and thin whiskers. Tiny square glasses frame his amber eyes. He was born in a distant land but has been traveling abroad for nearly twenty years. He arrived in Oztocan a few months ago and is working on a play inspired by the town’s local legends. As a playwright, he often draws inspiration from history.
What Leandro Knows

Leandro welcomes the characters and takes an interest in the shard of Xeluan if they show it to him. He asks to see it more closely but refuses to touch it.

In the course of a conversation, Leandro shares the following information with the characters:

Earthquakes. “Oztocan hasn’t felt earthquakes in years, but quakes have become common in recent weeks. No damage has been done yet, but the quakes are getting worse. It’s only a matter of time before someone gets hurt.”

Rilago. “Years ago, an elf archivist named Rilago claimed to have proof of a giant’s tomb beneath Oztocan. Rilago tried to mount a full-scale excavation, but the mayor wouldn’t allow it. Rilago stayed in Oztocan until his disappearance a few weeks ago—around the time the earthquakes began.”

Tavio. “I recently spoke to the Tavio Solana, the mayor. He grew uncomfortable when I mentioned Rilago. It was Tavio’s father, the previous mayor, who refused to allow the excavation of Xeluan’s tomb. I don’t believe Tavio had anything to do with Rilago’s disappearance, but I can’t help but think Tavio knows something about it.”

Aminta. “Tavio’s sister, Aminta, commands the town guard. Rumor has it she was involved with Rilago romantically.”

Our rogue pulls a playing card off his fancy hat.
It is a giant surrounded by 4 smaller people. The giant is holding something up. The card is torn at the top. It is not clear what the giant is holding.

The object is imbued with magic.

Rumor: a man was carrying this object. He was accosted by bandits. There was a green glow. When he awoke. The bandits were gone, as though they vanished. He was still there, tied up. And the object was there, too.

The nature of the magic imbued in the object is wild, wild & ancient.

Our contract. We will gain full set of eleven chain in return for completion.

He offers us the use of his magical carriage. It is powered by magic but does have a driver.

We depart. It's about a day's travel. It's nighttime.

Arrived: Oztocan.

Vigilant Blessing: Lex
We interact with city guard.
Earthquake last month. (Don't recall if that was when they started or when the last one happened). He told us about the disappearance (of Rilago). There is a tomb under the city. Rilago is archeologist. Exploring tomb. Disappeared. No trace. Had some interactions with ex-mayor's children. Ex-mayor has 2 children
Tavio (m) - current mayor
Aminta (f) - captain of the guard

[ ] spent 12 gold buying information from city guard.

Distracted/sleepy. The rest of the players discovered...
Leandro

Distracted/

We agreed to become actors in Leandro's play. I was assigned baboon.
We travel to a tavern.
Giant Skull. Something about a blue glow.

We assemble below the theater.
It's cool under ground.
[Something illegible] new mineral.

Rilago - there is a buried giant tomb. It has buried treasure. Rilago discovered cave drawings. He made it into a map. Leandro copied the map. We copy that. Rilago was good friends (maybe more) with Aminta. The gang, Onyx Scar, joined the city guard.

Tavio was aware (of something unethical) and was covering for Aminta.

There are 4 suggested ways in:
East ventilation shaft or west ventilation shaft. Some climbing will be necessary.
Main entrance. Some disguises might be helpful.
Fountain / drainage basin (didn't write down more details).

We decided to attempt the main entrance. From the theater costumes Leandro owns, we can make reasonable disguises.

DM: make Deception (how good is your costume) or Perception (how well you can find good costume items).

Good roll: Percep 22

We travel to main entrance.
Guards carry obsidian weapons
We are in "entry chamber"
Slab depicting mountains
This is muster/marshall location. Miners arrive and await their full group. Then guards escort.

We are escorted. Statue room. Statue is missing the heart. Scaffolding.

Those who took a photo of the map with their phones agree on a direction. They choose the direction where there is a room called: Heroes' Rest. And we walk.

Burial chamber. Ghostly male. Ghost of Rilago. They "broke the giant's heart." I sought answers. Found nothing. Nobody would help. Tried both Tavio & Aminta. Ancient adventurers (don't recall significance). Asked about Onyx Scar and caster. We conclude caster may be an innocent hire. Was not part of the original Onyx Scar, at any rate.

Enter crypt.
The shards are most likely to be in the lab.
Caster: Adino.
Lab is on 1st floor.
Find the shards. Free their souls (the 4 adventurers?) by reuniting the shards with the statue.

Amina instructed city guard to become/join Onyx Scar.

The true 2nd shift arrives. We hear voices and suddenly running people wearing gear. We prepare for combat.

Combat 1 Init 7
We prevail.
10:00 PM IRL

Rewards
Spell Book
reads spells very quickly Voice Memo
Gold (10530 / 6) 1,755 each
Entered on character sheet.

Full suit Elven Chain
Entered on character sheet.

Octocanite crystal x2 each
Oztocanite Crystals -

A fist-sized chunk of oztocanite can be used as a spellcasting focus that grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage.

2025-06-06 11:00 DDHC-TYP-04 - White Plume Mountain 1 10 Show

2025-06-06
BMG VDDW '25-06
Slot / Table 001

DDHC-TYP-04 - White Plume Mountain

DM: Jenny Hale
Party
Kwyjibo (m), human Bb-9/Ro-2 [121] Mark
https://www.dndbeyond.com/characters/146997997

Tandur (m), human Fi-4/Cl-3 [108] me, Thomas
https://www.dndbeyond.com/characters/141196288

Tamarook (m), human Bd-7/Wa-3 [73] Mike
https://www.dndbeyond.com/characters/133624339/A5Ke36

Lyria (f), shadar-kai Dr-5/Ra-5 "Naturist" [78] Jamila
https://www.dndbeyond.com/characters/124346907/uURUCt

Uisdean (OOSH-jin) (m), human Fi-1/Bd-9 [75]
https://www.dndbeyond.com/characters/140611646/cpBGt9

Our mission is to obtain 3 weapons

Poem
Search ye far or search ye near
You’ll find no trace of the three
Unless you follow instructions clear
For the weapons abide with me.

North past forest, farm and furrow
You must go to the feathered mound
Then down away from the sun you’ll burrow
Forget life, forget light, forget sound.

To rescue Wave, you must do battle
With the Beast in the Boiling Bubble
Crost cavern vast, where chain-links rattle
Lies Whelm, past water-spouts double.

Blackrazor yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you’re done
For now you’ll find you are caught

I care not, former owners brave
What heroes you seek to hire.
Though mighty, I’ll make each one my slave
Or send him to the fire.

Staircase
Lent 2 torches
Lent (but got back) climber's kit

Combat 1

This DM rules that tieing knots is a "Sleight of Hand" skill check.

Combat 2
Loot
6000 silver
Necklace 3000 gold

Combat 3
Init 21
Obtained Blackrazor
Items worth 11K gold
3 potions (revealed later)

DM rules -
Any treasure obtained in game DOES NOT apply to the carried limit. The carried limit is strictly what you bring into the game. While in-game, you can have more treasure than the limit. You have to reset your carried items (to the limits) before the next game.

1 hour break

Resume
Short Rest
Part of my rope burned up.
Dispose for 0.
Buy more (this time x2)

I was relatively satisfied with my regular Bless. It helped a bit. It was not super powerful because most people hit or (obviously) missed before I had a chance to remind them of Bless. I might consider switching to Bane. Also there is a conflict. If I use Concentration for Bless, I cannot also use Moonbeam. Moonbeam is free (subclass), so I can't unprepare it.

Bless vs. Moonbeam
It would be nice to use a Bonus Action.
I must remember to always use Tactical Mind on Ability Checks. There's no penalty for rolling.
Finally, I want to figure out how to use Action Surge; and for that, I have no plan.

Combat 4
Init 15

Loot
2600 gold
+1 chainmail
[tc - Well, I forgot to post it in the chat. And noboby else did. Either I misunderstood, or I was the only person to hear it. Either way, I won't declare it.]

Combat 5
Init 9

Loot:
Trident ("Wave")
Goggles of Night
Stone of Good Luck
gold & gems

Which doesn't belong: 5, 7, 9, 11, 13
Mark: 9 is not a Prime Number.
Flesh Golem as a follower

Flew across the pit of hanging discs.
My fly was handy.

Combat 6
Init 6
Vampire Lord

Loot:
9000 gold
10,000 silver
Potion Mind Reading

Room of glass spheres
Combat 7

Necklace 12,000 gold
3 keys
Scroll - Fear
Ring (speaks via telepathy) I have all these benefits. Only 1 may depart with me. If I am removed, I lose all my powers. Only way to bring me out is by wearing me. We decide to leave it in the room.

Combat 8
Init 20
Nix & Knox

I used my 4th level Dispel Magic. And it worked.
Moonbeam was lost due to failed Concentration Check

More treasure.

Rewards:
12,100 gold each
Added to character sheet

Part 1
SCroll of Fear,
Goggles of Night
Stone of Good Luck
potion of mind reading,
SCR - conjure minor elementals,
SCR - dispel magic,
SCR - magic mouth).
potion of healing (greater),
Added to character sheet
scroll of protection (fiends),
Plate armor of vulnerabilty (resistance to slashing, vulnerabilyt to the other two) .
ring of protection
Added to character sheet
ring of spell storing (R) (A)
https://www.dndbeyond.com/magic-items/4730-ring-of-spell-storing
Added to character sheet

Part 2 & Conclusion

1 Characters may choose to gain a level.
2 10 Downtime Days
3 Reward Notes:
+ For turning in Blackrazor, Wave, and Whelm...
1 5,000 GP (included above)
and choice of 5 Rare consumables (ammunition comes in single batches of 5).
A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 5 +2 crossbow bolts.
Added to character sheet (3 Pot Sup Healing & 2 Scr Gr Restor)

2 Choice of the following:
Arrow-Catching Shield
Bracers of Defense
Canaith Mandolin of the Bards
Necklace of Prayer Beads (6 beads)
Staff of the Woodlands
Wand of the War Mage +2
+2 Weapon (player choice)
3 At level 17, may choose Blackrazor, Wave, or Whelm; AND choice now of:
Blessing of Protection - +1 bonus to AC and saving throws.
Added to character sheet (as homebrew (Artifact) item w/out Attunement)
Blessing of Weapon Enhancement - One nonmagical weapon (player choice) in your possession becomes a +1 weapon while you wield it.

Dragon Mark Code!

Kwyjibo: 06f6-401d-8a2d
Lyria: 4a22-49eb-99ac
Tamarook: 85b3-4a2c-bb44
Tandur: 01c9-49ad-8048
Ùisdean: 500f-410c-8001

Always thanks to John Steele for his spell effects template!

Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.

Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

2025-06-08 11:00 FR-DC-THAY-02 How to Seduce a Thayan in Tendays 61 10 Show

2025-06-08
FR-DC-THAY-02
How to Seduce a Thayan in Tendays

FR-DC-THAY-02 How to Seduce a Thayan in Tendays

DM: Jamie Chan

Party
Rhyndaera (f) human Fi-8/Wa-2 72
Georg (m) human Ra-8/Ro-1 [75] Init+7 (SnorriHT)
Kenkar (m) Cl-10 (DawnOfShadows)
Pimbly (m) halfling Ro-8/Ra-2 75
Tandur (m) human Fi-4/Cl-6 108

/r 1d10+4

Thay, a mysterious and terribly powerful magocratic nation in east Faerûn, is long-governed by the Red Wizards.

With Thay's endless pursuit of arcane knowledge and power, there are many dark practices woven into the tapestry of the country's long history of attempting domination over other nations.

Harpers chose us because we are strong adventurers
We've been together for 20 days (2 tendays)

Tharch of Thazalhar

Intro
Tandur, human male, is a multi-class cleric-6 / fighter-4, worshipper of Selune. He likes to be supportive in combat. He thinks he's a decent cleric but not particularly good at speeches (think: low Charisma). He dabbles in arcane magic, and travels with a pet owl (familiar).
Twilight Cleric-6 / Eldritch Knight Fighter-4
(Table talk: built as an experiment, I still haven't settled on his backstory, thus the generic icon.)
https://www.dndbeyond.com/characters/141196288

One of you must become the competitor. Our job was to try to seduce
this guy
Yaelend Hulthroun (he/him)

Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards)
Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered
A robust outdoorsman with excellent horsemanship and simple tastes
Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion
Hates puffy sleeves due to a childhood trauma with jellyfish
Is allergic to the smell of cloves
Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks)
Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status

Who will it be?
Rhyndaera volunteered. Good thing, said one person, before you were voluntold.

What's our cover story? People settled on 2 (of 4?) options. [tc- I had no idea which of the handouts they were looking at.

Merchants or Nobles?
Merchants

Cover name: Amera Vestalia.

WHAT YOU WERE TOLD ABOUT YAELEND HULTHROUN (THARCHION OF THAZALHAR)
KNOWN INFORMATION AS GATHERED BY THE HARPERS

Yaelend Hulthroun (he/him)

Self-taught talent as a sorcerer (unusual, considering the Thayan norm of ruling wizards)
Used to be a mere soldier in Thazalhar; he was promoted to Tharchion for competency in defeating a Mulhorandi strike force in spite of being extremely outnumbered
A robust outdoorsman with excellent horsemanship and simple tastes
Has expressed admiration for beautiful long tresses; would ideally like a long-haired companion
Hates puffy sleeves due to a childhood trauma with jellyfish
Is allergic to the smell of cloves
Dedicated to his job as a defender of the Thayan border (against possible Mulhorandi attacks)
Unexpectedly egalitarian in his outlook; treats everyone the same no matter a person’s status

What are our roles in the group?
Tandur is bodyguard. I only came up with that because somebody else suggested it. Otherwise, I would have been unable to answer.

We travel to the mansion. He gives us a tour "prior to the festivities."

We note his guards are sharp.

Walk into a room. Who do you meet?
We choose from handout containing 4 options. Each identifies the success conditions.
We choose Mikald.

1st flashback -
We appear in a room, the Drunken Lion playhouse. [tc- It was not clear to me that it was a flashback.

Snack vendor
Usher
The star is Mikal.
Party member puts ghost pepper into costume in the "privates" area.

[tc- For the first half of the encounter I had no idea what to do. Somebody role-played speaking "sedition" so I went to the handout to see (oh!) the success conditions.

Meet Mikald
It is difficult not to know all about Mikald, as he is well-known for being in plays that satirize Red Wizards and Thayan society as a whole. We know he will be performing this afternoon at the Drunken Lion playhouse in Nethentir, in the tharch of Lapendrar.
Your cover story is that of fans coming to see the play.

Required Success Condition
Find a way to sabotage Mikald in his new play “WIGHT PRIVILEGE” such that he looks like a traitor to Thay, or “bring the house down” to injure him. Yaelend does not care for either traitors or invalids.

[tc- Eventually, I got the idea.
Tandur whispers to the old man. "See that symbol?"

We succeed in embarrassing Mikal.

Return to room. Mikal is accused of treason and is escorted away.

2nd flashback-
Wilderness of Thazalhur.
Yellan arranged a competition of hunting. The best trophy wins. There is another hunter on the site. That's the person we have to beat.

We have arranged for you to join a spell-hunt in Thazalhar alongside Nymia. Word is that the results of this hunt will directly reach Yaelend Hulthroun’s ears, as the Monster Prowl is an event where deadly creatures are to be exterminated by hunters in the most impressive fashion.
Your cover story is the same as what you chose for the ball.
Required Success Condition

Nymia excels at seeking and gutting prey, a skill that Yaelend appreciates as a huntsman himself. Find a way to sabotage her hunt such that he is no longer impressed by her reputation by the time of the Ball.

Jamie, is there a way for me (and only me) to disable the screen re-centering on Roll20?

Combat 1
2 hydras & 1 roc.
We prevail & are returned to the room.
Loot
Break

Pointy End
(Waterborne Magic-touched Rapier)
Weapon (rapier), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

The name of this sword is carved onto the blade in untidy Elvish: “Pointy End”. Or are the words merely a reminder?

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.

ATHORA
(history check)
Something about ATHORA if we have a chance to do a history check later. [tc - We never did, so maybe it was the 4th scene that we didn't have time to choose.

3rd flashback -
We have been watching Elion for some time, and discovered that he seeks to be rid of an embarrassing physical condition by visiting Rhaena’s Manypetals. This bathhouse in the city of Amruthar (in the Lapendrar tharch) is renowned for its scented waters and bath treatments.
Your cover story is that of guests to the bathhouse.

Required Success Condition
Elion has come to remove the stink of goat from his scales. Find a way to sabotage him such that he will be repulsive to Yaelend Hulthroun at the Ball.

East room & west room
Perception checks
Message to party

New cover name: Varessa Swiftwind
Sea elf = Riegel

Other patrons "Mikal was a traitor."

Smelling Elion's musk
We manage to put cloves in the bathwater. Why/how did somebody in our party know that cloves would be bad to the dragonborn?

I am QULONE TRYTHKUL, and I will never rest while Tam’s schemes go unchallenged. Laraer for Thay!”

Big as spellplague

Yessir (yeahaw, wahtever his name) takes us to the basement. He reveals a scepter and a lyre.

Mists
“It has been long since I was able to reach out, but today marks the anniversary of my death. I was Tam’s lover before he reached the zenith of his power - before he had me killed.

But foolish Regents see not the future, for you all have a chance to change the fate of this despised nation. Our connection will not last much longer, but I promise I will tell you everything if you seek me in DELHUMIDE.

Call my name when you enter the WHISPERING GHOST’S EMBRACE, and I will find you.

Harper's Tongue
(Sentinel Cli Lyre: Undead)
Wondrous Item, rare (requires attunement by a Bard)

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead)

Laraer
Astrid

Harpers wanted scepter
Call on __ to change
Del Humid

Congratulations, you've gained...

Magic Item(s)

Pointy End (Waterborne Moon-touched Rapier)
Harper's Tongue (Sentinel Cli Lyre: Undead)

Story Award(s)

One True Love (only Rhyndaera)

Consumable(s)

Dust of Disappearance
Dust of Sneezing and Choking

Gold

Suitor #1 - Cave Heirlooms - 2,000 gp
Suitor #2 - Elion’s Pouch - 5 gp
Sati’s Reward - 2000 gp

Up to 4005 gp/# of players = 800 gp

...as well as 10 Downtime Days + a level, if you choose to take it.

How to Seduce a Thayan in Tendays (FR-DC-THAY-02)
DM'd by Jamie C. (DCI 3320806668)

Dust of Sneezing and Choking
Wondrous Item, Uncommon
Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.
As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.
On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.
added to character sheet.

Dust of Disappearance
Wondrous Item, Uncommon
This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
added to character sheet.

800 gold
added to character sheet.

Magic Item(s)

Pointy End (Waterborne Moon-touched Rapier)
Pointy End
(Waterborne Magic-touched Rapier)
Weapon (rapier), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

'The name of this sword is carved onto the blade in untidy Elvish: "Pointy End." Or are the words merely a reminder?'

Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Waterborn. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
added to character sheet

Harper's Tongue (Sentinel Cli Lyre: Undead)
Instrument of the Bards
Wondrous Item, rare (requires attunement by a Bard)
https://www.dndbeyond.com/magic-items/9228788-instrument-of-the-bards

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

Sentinel. This item glows faintly when Undead creatures are within 120 feet of it.

"(Undead) Flames have charred the famed Harper symbol found on the lacquered back of this lyre, leaving it barely recognizable."
added to character sheet.

2025-08-17 11:00 FR-DC-THAY-04 What Thayans Want 70 10 Show

Session Notes 2025-08-17-A

FR-DC-THAY-04 What Thayans Want

Game Code -
FR-DC-THAY-04

Game Name -
What Thayans Want

Location -
BMG VDDW

Table/Session -
70

Slot (for survey) -
10

DM -
Jamie C

Party -
Serex (MarkD)
Kenkar (DawnOfShadows)
ELO (Ichabod)
Rhydaeeera (Andrew)
Tandur (me, Thomas)

More later

Rewards
Rewards
What Thayans Want
(FR-DC-THAY-04)
DM'd by Jamie C. (DCI 3320806668)

Congratulations, you've gained...

Magic Item(s)

Bluesteel (Unbreakable Cast-Off Plate Armor)
Hoard Item Option 1: Zee’s Control (Temperate Staff of Healing)^
Hoard Item Option 2: Inkspot (Sentinel Portable Hole: Monstrosity)^
Hoard Item Option 3: My Beardy Face (Songcraft Belt of Dwarvenkind)^
^ Tier 2: 3 Rare items — Explanation: Each player may
choose their one preferred item from the options, but do
not gain all three. The unselected items do not duplicate.

Story Award(s)

The Friends We Made Along The Way

Consumable(s)

Elemental Gem (Blue Sapphire)*
Elemental Gem (Red Corundum)*
Elemental Gem (Yellow Diamond)*

*TREASURE HUNT AWARD GUIDELINES
- Finding one to two items = Grand Prize (one Elemental Gem)
- Finding three to four items = Grander Prize (two Elemental Gems)
- Finding five or more items = Grandest Prize (all three Elemental Gems)

Gold
Theophania's Wares (If Stolen) - 1,000 gp
Sati's Reward - 550 gp each
Up to 4,850 gp/# of players = 550 gp each
Entered on character sheet.

...as well as 10 Downtime Days + a level, if you choose to take it.

Hoard Item Option 1: ZEE’S CONTROL
(TEMPERATE STAFF OF HEALING)

Staff, rare (requires attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

A staff marked with the crest of eccentric wandmaker Zee, whose last words were famously, “Wait, stop, undo, UNDO!”

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

Hoard Item Option 2: INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Wondrous Item, rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.

You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

When unfolded, the cloth expands like a pool of glossy ink.

Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Monstrosity)

Hoard Item Option 3: MY BEARDY FACE (SONGCRAFT BELT OF DWARVENKIND)

Wondrous Item, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

A jaunty line from an old dwarven song is belted out whenever the wearer is struck: “You ain’t never had a beard like me!”

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

MY CHOICE - INKSPOT (SENTINEL PORTABLE HOLE: MONSTROSITY)

Entered on character sheet.

I will choose this one. While, Tandur has no need, it could be useful on Salator, since I did not min/max his abilities and features for damage.

He's more general purpose, indeed, like a bard, and a general item like this could be used creatively in interesting ways.

The Friends We Made Along The Way

You prioritized the people of Nethentir in their time of need, and your kindness will be remembered. As word spreads, you gain one automatic success on a D20 test of your choosing in a FR-DC-THAY adventure.

This applies to any attack roll, saving throw or check, and may be declared before or after the consequence of a roll is known. (It does not grant a Critical Hit.)

When this singular success has been claimed, remove this Story Award from your character.
Entered on character sheet as temporary.

ELEMENTAL GEM (RED CORUNDUM)

Wondrous Item, uncommon
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, a Fire Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.its turns, ending the effect on it on a success.
Entered on character sheet.

ELEMENTAL GEM (YELLOW DIAMOND)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Earth Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

ELEMENTAL GEM (BLUE SAPPHIRE)

Wondrous Item, uncommon

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an Air Elemental is summoned (see the Monster Manual for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action.
Entered on character sheet.

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 -
FR-DC-VECNA-01

Game Name -
3-Body Problem

Location -
CCG House

DM -
Jamison

Party -
Ulysses Shaw, dragonborn Fi-5/Wa-5 (Isaiah)
Asmara, firbolg Cl-5/Dr-5 (Brian)
Bane, tiefling Mo-10 (Veronica)
Tandur, human Cl-6/Fi-3 (Thomas, me)
Salem, tabaxi Mo-5/Ro-2 (Forrest)

Neverwinter city, aka Skilled Hands, aka Jewel of the North.
D. Neverember is the city premier. He regularly hires mercenaries or adventurers to keep the city secure. We are to have a meeting in the Protectorate Enclave in the Hall of Justice with Kavori Fairheart, Protector of ___.
We are in the temple of Tier, in the foyer, as she comes storming out from a meeting. She is angry, sees us composes herself and greets us. Champions: I have hired you for a mission. You are known to be capable and trustworthy.

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 -
This time we are faced with 2 red jellies (gelatinous creatures) and 3 clear ones. During combat our druid blasts 3 clear ones with lightning. Oops. They split into 6 instead. They (the red and clear) have resistance and/or immunity to a lot of our damage. Nonetheless, we prevail.

After the battle, we continue our investigation.

1
The blood is dragon's blood. And the body has the same appearance: staples and bolts at the wrists, ankles and neck. In this case, we can see the limbs are mismatched.

2
The etchings are in a language we don't know. Our druid casts a spell. She learns the etchings refer to using the soul like a battery.

3
Finally, there is an eyeball in the corpse's mouth.

4
This corpse is a human female, in her 30s, also in a ball dress.

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:
Each vial of poison can be kept (by one player, not replicated) or sold (and split with the party). The party decided to sell both and split the gold. (Otherwise, the item should be Purple Worm Poison, customized to be from Purple Pufferfish. Isaiah, indicated the poison was remarkable.)

Gold:
2000 + 2000 + 500 = 4500/5 = 900 each.

We also each get 1 healing potion.

2025-01-29 18:00 Lost Mines of Phandelver (continued) 10 Show

Session Notes 2025-01-29

Lost Mines of Phandelver

Game Code -
N/A

Game Name -
Lost Mines of Phandelver (continued)

Location -
CCG House

DM -
Scott

Party -
Rhyndera, human pa-5/so-3 (Andrew)
Amu ro-55/bb-4(Isaiah)
Kookey, kobold pa-6/so-3 (Jameson)
Torko, bh-10 (Brandon)
Tandur, human cl-5 (me)
Big Paw, bugbear bb-6 (Brian)
Bane, tiefling mo-10 (Veronica)

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
round 1 - beacon of hope
Round 2 - foe reaction
Lair action
Mummy & shield guardian
shield guardian amulet P17

Combat
Round 1 - bacon of home
Round 2 -

Round room
Combat Ghosts
Round 0 - Turn / Sear Undead 1, 3, 5 failed = Incap & Fright
Round 1

800 / 7 = 114 (I rounded down to 113).

2025-02-05 18:00 Lost Mines of Phandelver / Shattered Obelisk Ch 6 10 Bead of Force (x5) Show

Session Notes 2025-02-05
Lost Mines of Phandelver / Shattered Obelisk Ch 6

DM: Scott
Skarg (Isaiah)
Blink (Tony)
Torko (Brandon)
Tandur (me)
Bane (Veronica)
Kookey (Jameson)
Rhyndera (Andrew)

Combat Golem x2 & ghost
r1
Sacred Flame saved
r2
Sacred Flame saved
...
Coffin corpses M:10 H:18
r1
cure wounds slot2
r2 Toll Dead saved
1400 gp / 7 =
200
& 8 beads of force

Level up

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 -
Phandelver & Below: Shattered Obelisk ch 6

Location -
CCG House

DM -
Scott

Party -
Skarg, tortle Bb/Mo Lv10 (Isaiah)
Bane, tiefling Mo-10 (Veronica)
Asmara, Firbolg Dr-7, pet: kitty (Brian)
The Bear, bugbear Fi2/Bd6 valor (Joe P)
Tandur, human Fi3/Cl6 twilight (me)
Von, half-elf Ra-5, pet: minnow (Joseph)
Bastrix, kobold Wa/Ro Lv5 (Conrad)
Rhyndera, human pa-10 (Andrew)

Gibbet Crossing
Party has 3d (of 3) shard; just clearing dungeon.
Start G-16

3 combats, back-to-back
Male and female chain devils
Grick (sp?)
Ghost dwarves (ashen wights ?)

Loot:
No loot, except for something about a collapsable cage. The party kept it with the intention of keeping it or selling it.

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 -
Phandelver and Below: Shattered Obelisk

Location -
CCG House

DM -
Scott

Party -
Kookey, kobold pa-6/so-3 (Jameson)
Ghost, deep gnome Ra-5/Ro-4 (Brian)
Tandur, human Cl-6/Fi-3 (me)
Bane, tiefling Mo-10 (Veronica)
Salem, tabaxi Rogue-5 (Forrest)
Miraena (mir AY' nah), human Cl-7 (Andrew)

Andrew helped me determine my deity is Selune.

Drapes with symbols of coins and spiders.
Combat
2 swarms of spiders
1 large spider
1 waxy spider (shape changed to other shape)
Swarms: AC11
Spider: AC<17
Waxy: AC<16 ~ 200 HP
We prevailed. Just coins for loot.

Another room, another combat.
This time we had 6 crabs.

16.6.6 gold.
Scroll of Freedom of Movement.