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Adventures in Astaria
Session 1 Summary - Arrival and Shadow play
  • Lark arrived in the small town of Brimhaven, greeted by jovial scenes of the census celebrations, after a day of good work, she retired to a lively tavern in the northwest of the town square.
  • Rhyzan travelled into town arriving early evening from the south-west, stabling his horse, and finding a room at the same tavern, where he attempted information gathering to no real avail.
  • Serenia arrived after nightfall, seducing a drunken man into buying her a meal, before having him escort her home only to murder him in his house.
  • All three party members experienced a violent assault on the senses following a falling sensation.
  • Awakened in a room of slate floors and smooth black obsidian walls. Along one wall were desks of strangely filled vials and peculiar laboratory equipment, the others with tall bookcases filled with writings of a runic language
  • Escaped from a fire through a door of solid obsidian by finding two parts of a "key" in the possession a badly dismembered corpse.
  • Fought off a horde of rotten "zombie" robed humans.
  • Upon defeating the majority of the horde, their remains rapidly rotted and were dragged to the floor below.
  • A strong necromancy magic force was felt by Lark as these were assimilated into a giant abomination, the flesh a rotten writhing mass of eyes and venomous ooze, the bone into giant scything talons.
  • A magic barrier that contained the party was entirely destroyed by a stealthy mage who disappeared as fast as she came, though she left a lasting impression on Rhyzan, who saw her run ahead.
  • A focused beam of light fired by Lark forced back the black mist emanating from the creature, burning back its rotten, writhing ooze, and revealed an emerald green crystal embedded within the core of the beast.
  • Following use of light magic, the beast focused intently on the caster, eventually leaping high into the air, cleaving the then flying mage almost in two with a cross-slice of talons, rendering her unconscious.
  • Though incredibly powerful and surprisingly fast, the beast was eventually slain by the assault of heavy blows and light magic, which seemed exceptionally effective, destroying the last of its mass with a final pulse of energy.
  • Serenia seeing the crystal fall, heard a crazed and frantic voice once more from her daggers, urging her to take it to the fallen girl, which upon contact, healed them both fully.
  • Again experiencing a lurching sensation and blurring of senses, each character experienced a vision.
  • Lark - an elegant, beautiful pair of emerald green eyes, a tear falling.
  • Rhyzan - the face of the stealthy mage, flawless pale skin, long black hair and lurid purple eyes.
  • Serenia - lark, first wounded, healing, then smiling gently.
  • The party return to the dark interior of their rooms to find nothing changed except an after-burn of what was once their wounds.

Acts of greatness:
  • Lark - Repeatedly calling forth the magic of peace, she expertly guided ephemeral shields of light to deflect wave after wave of strike, claw and bite, keeping her unlikely allies safe from harm.
  • Rhyzan - Leading the assault on the oncoming zombies, he falls the first with a single surprise punch, before falling two more simultaneously in a ferocious display of strength.
  • Serenia - In a moment of heroic bravery insanity, she defied her crippling fear, leaping across a crumbling gap in the walkway, before scaling the face of the abomination using her daggers as climbing axes, riding it as it leaped mid-air, before tearing it lethally apart, leaving it open to a final magical assault from the unconscious Lark.

Key information:
  • None.

  • 50 silver and rations (Serenia)

Intrigue points:
  • The Dark sequence (party)
  • The visions (party)

  • Cultist activity on the plains (Rhyzan)
  • The other half calls (Serenia)
  • The magical census (Lark)
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Are we still level 13?
I can't remember if we levelled up last week. d20 => [15] = 15
Dice Rolls => Results = Total
d20 => [15] = 15
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Posted by the GM
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Posted by the GM
Clockwork City
Session 1 Recap:

Korvic two toes (half-elf swashbuckler)
Brock (human barbarian) and
Marc Mercel (human frost druid) are tasked to discover what is wrong in an orphanage outside of Arcadia City by a mysterious young woman.

They arrive and find that things are much worse than they imagined for the orphans and staff housed in the old Merrywine Monastery.

Headmistress Matilda Gorouk and her assistants are trying desperately to survive a situation that it getting more and more precarious by the day.

Our adventurers face possessed dolls, young women being driven absolutely insane, and a wing that is haunted by perhaps more than clockwork.

Where we leave off, Korvic has had to attack Brock, as he has lost his mind and gone berserk due to his cursed axe. After narrowly escaping death, Marc regards the whole situation with suspicion, and wants to leave the collapsing monastery immediately. Brock is bound and confused. Crying children are streaming out of the ruined building, because of the commotion, and one young gnome assistant (Uretreia) lies dead, while the other (Fanny) is unconscious and injured in the headmistress's own private room. Our heroes decide to rest for the remainder of the night, before regrouping on the morrow.
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Posted by the GM
Curse of Strahd
August 13 interesting stuff
Message received in Krezk:

My friends,
I have learned of you from my servants. Travelers in Barovia are so rare and my duties here make it very difficult for me to leave Barovia. I desire to learn from you the news of the Empire. I bid you dine at my castle, the Burg Rabedach, so we can meet in civilized surroundings and I can show you the true hospitality of Barovia. Your passage here will be a safe one, I assure you. I await your arrival.

Your humble servant,
Altgraf von das Reich, Konig der Barovia, Sieger das Landerein and Schutz von die Menschen
Strad von Zarov Zarovich der Elfte

Loot from the Abbey:
Holy Symbol of Ravenkind
Wondrous item, legendary (some features require attunement by persons)
The Holy Symbol of Raven kind is a unique holy symbol, predating the establishment of any church in Barovia. The holy symbol is an ivory amulet shaped like a raven with wings outstretched, with a large crystal embedded in its center.

The holy symbol has 10 charges. It regains 1d6 + 4 charges at long rest if attuned. The properties may be used by the wielder, regardless of whether it is attuned.

Sense Undeath. If you concentrate for 3 turns, you become aware of the presence of undead within 120 feet of you, as well as the approximate CR (within 4) of the highest CR undead. This awareness is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.

Hold Undead. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Intelligent undead within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.

Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect. There may be other effects.

Death Ward. As an action, you can expend 5 charges to touch a creature and grant it the protection of the death ward spell.

Bracelets of Saint Markovia
Wondrous item, very rare (requires attunement by persons in the favor of Saint Markovia)

Loot from the "Snake God":
2,800 gp

Cape of the Mountebank
Wondrous item, rare (requires attunement)
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until after you've completed a long rest.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Drezna's Bracers
Wondrous item, rare (requires attunement)
These bracers are made of blackened iron, inlaid with silver swirls. They grant a +2 bonus to AC if you are not using a shield and wearing light or no armor.

When attuned, you have the feeling that there is more to the bracers than you know.

Drezna's Sword of Wounding
Weapon (Rapier), rare (requires attunement)
This magic rapier is made of blackened iron, inlaid with silver swirls. It grants a +1 bonus to attack and damage rolls. In addition, when you attack a creature with this sword and roll a 19 or 20, the attack deals an additional 3d6 slashing damage (this damage is not maximized on a critical hit) and the target must roll on the Lingering Wounds table.

In addition, if you are wearing and attuned to Drezna's Bracers and you take the Dodge action, you can use your bonus action to make a single attack with this rapier at disadvantage.

When attuned, you have the feeling that there is more to the bracers than you know.

Drezna's Dagger
This dagger is nonmagical but matches Drezna’s sword in appearance and style.

Bolts of Hindering, Poison and Confusion
Ammunition, rare
This set of three barbed iron bolts can be fired by a light or heavy crossbow (but not a hand crossbow). If an attack using this ammunition succeeds, the bolt remains embedded in the target until a creature uses 3 rounds to carefully remove the bolt, or 1 round to quickly remove the bolt, but which causes an additional 3d6 slashing damage. While the bolt is embedded in the target, a special effect applies, as described below.

If you roll a 1 on an attack with the bolt, it is damaged, and further attack rolls using the bolt are made at disadvantage; if you roll a 1 on an attack with a damaged bolt, it is broken, and cannot be used to make further attacks. A damaged or broken bolt can only be repaired by a master smith who is capable of making and repairing magic weapons.

Hindering: While this bolt is embedded in its target, the target's movement speed is halved.

Poison: While this bolt is embedded in its target, the target takes 1d6 poison damage at the start of each of its turns.

Confusion: While this bolt is embedded in its target, the target must succeed on a DC 13 Wisdom saving throw. If it fails, roll 1d10 to determine its behavior for that turn.
d10 Behavior
1 The creature uses all of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Fragments of Ionna’s Spellbook
This thin, leather-bound book has very badly damaged by water and physical damage, rendering many pages unreadable, and others only partially readable.
The spellbook contains the following spells in a complete form:
1st: magic missile, protection from evil and good
2nd: levitate, object history (see Mittlands book), rope trick
3rd: glyph of warding
4th: Mordenkainen’s Private Sanctum, warding (see Mittlands book)
5th: wall of force

In addition, the spellbook contains partial versions of the following spells:
1st: alarm, jump
2nd: enlarge/reduce, misty step
3rd: counterspell, sending, stinking cloud, tongues
5th: cloudkill

You can decipher the missing portions of the partial spells with an Intelligence(Arcana) check with a DC equal to 10 + 2x spell level. If you fail to decipher a spell, you can try again after gaining a new level.

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