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Update and Reminders
* I've added the rules for ship combat (http://www.epicwords.com/wikis/20944) which are slightly different than Pathfinder standard. You may want to review in preparation for this weekend's session.

* I'm not very happy with standard Skull & Shackles Infamy rules, and am considering substantial revisions. However, for the next few sessions, the infamy score will basically measure how easy it is to recruit crew.

* I've updated NPCs, including Rickety, Mumchance, Cheville and others.

* Remember that xp from upcoming session is awarded assuming you have made at least one journal entry since last played.


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Sulescu

Sulescu
Soladain 21 Nuwmont 1000 D.I.


Giunti via nave a Sulescu, il gruppo incontra il Barone Zemiross Sulescu, signore del luogo precedentemente informato da Alexander Torenescu del loro arrivo. Zemiross tuttavia risulta insofferente alle pretese di Alexander di garantire la sicurezza a tre persone che ostinatamente cercano di morire. Visto che la loro aspirazione sembra essere quella di divenire avventurieri e che Sharon desidera riscattare il nome della sua famiglia, propone di consegnare al gruppo un titolo di vassalli e l'amministrazione di un piccolo paese, a patto che liberino il luogo noto come la collina degli orrori (luogo in cui si vorrebbe far sorgere il piccolo paese.)Immancabilmente il gruppo accetta....Così consiglia loro di recarsi al più presto a forte Guido, traversando la sua foresta di caccia e consegna a questo scopo dei lasciapassare al gruppo. Dopo essersi equipaggiati al'emporio, i personaggi partono alla volta di forte guido. Il viaggio è piuttosto tranquillo, anche se giunti nel cuore della foresta, intravedono una strana torre da cui Erethia sente provenire un forte potere magico. Il gruppo comunque ha già una missione da compiere, per cui proseguono senza indugio il loro viaggio verso Forte Guido.
Session: Sulescu - Friday, Dec 28 2012 from 12:00 PM to 5:00 PM
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Epic!
La Società Velata

Specularum
Tserdain 17 Nuwmont 1000 D.I.

Il giorno seguente i PG vengono svegliati da una chiassosa processione che si svolge per le vie della città. Tale processione è in onore di Lucor un sacerdote della chiesa Traladariana, morto lo scorso anno per epurare un villaggio dai non morti non molto distante dal feudo Marilenev. Durante la processione alcuni servitori delle famiglie Radu e Torenescu arrivano alle mani e vengono fermati dal deciso intervento di Taron, altro sacerdote della chiesa Traladariana vistosamente alterato dall'ignobile comportamento di questi servi. Calmata la situazione, la processione prosegue. Al ritorno dalla processione Taron che si era fermato a scambiare due chiacchere con i tagliati viene invitato da Luthien Sforza a bere una birra presso la sua taverna (avendo l'oste approvato la decisione con cui il sacerdote ha sedato la baruffa). Durante questa pausa spensierata un'anziana signora irrompe in locanda dichiarando che i demoni sono giunti in casa sua e che sente delle voci provenire dalle cantine. Luthien Sforza, oste della locanda del giglio nero si offre di pagare oro agli avventurieri se aiuteranno il sacerdote a risolvere il mistero.Il gruppo accetta e una volta giunti nella casa della vecchia, scoprono che non si tratta di farneticazioni. Infatti da dietro il forno giungono delle voci. Ad un tratto la parete del forno cade sotto dei colpi di piccone e Sharon temendo un attacco scocca una freccia che trafigge in pieno petto un poveruomo. Taron si prodiga a prestargli delle cure per evitare che muoia. Dal buco emergono 3 hobgoblin, Vaas ed Erethia eliminano il primo, gli altri feriscono Vaas e Taron, poi si danno alla fuga. Vista la gravità della situazione considerando decidono di recarsi al capisaldo delle guardie e con una piccola guarnigione fanno ritorno alla casa.La successiva esplorazione dei cunicoli rinvenuti sotto la cittadina (e che collegano diverse cantine della capitale) portano alla scoperta di coboldi che si aggirano per questi luoghi. Sharon scopre anche un passaggio nascosto che porta ad una piccola cripta con un forziere. Mentre tenta di aprirlo tuttavia dal terreno emergono degli zombie che la feriscono gravemente. Uno zombie cade, ma Vaas e Sharon sono feriti e decidono di recarsi al tempio in cerca di cure. Il patriarca del tempio sembra essere contrariato dalla presenza dei mercenari in una missione che rischia di divenire sacra alla chiesa, ed impedisce al gruppo il nuovo accesso ai cunicoli, a meno che non superino la prova della scatola del dolore. Il gruppo supera la prova ed ottiene il consenso del patriarca. Durante la sera alcuni uomini incappucciati offrono un lavoro ad Erethia per la consistente somma di 20 reali. Erethia rifiuta l'offerta, ma i loschi individui abbandonano il denaro promettendosi di rincontrare la ragazza. Vaas viene anch'egli avvicinato da un individuo che gli offre del denaro per un non meglio precisato lavoro e anche lui rifiuta. Il giorno a seguire prosegue l'esplorazione dei cunicoli che culmina nel momento in cui il gruppo scopre 2 loschi figuri incappucciati intenti a sotterrare il corpo di una donna in una cantina. I due appena avvisano la presenza del gruppo fuggono. Analizzato il cadavere, si scopre che la donna morta è Alexa Vorloi, una nipote del Barone Vorloi. Denunciamo l'accaduto alle guardie e torniamo in locanda con la netta sensazione di essere osservati. Nel frattempo in città girano alcune voci sul fatto che l'assassino della Vorloi potrebbe essere Salomon Torenescu, un prestigioso esponente del governo. Erethia in locanda riceve dall'oste un messaggio che la invita a recarsi al porto presso la taverna "l'ancora e il pescatore". Durante la sera mentre Sharon sta facendo un bagno in camera sua, sorvegliata da Vaas un sicario cerca di eliminarla dal tetto della casa di fronte. Vaas se ne accorge, ma prima che possa intervenire un altro sicario fredda il primo che con un tonfo sordo cade in mezzo al vicolo della locanda. Nel caos generale Erethia decide di rischiare e si reca da sola al porto. Arrivata alla locanda, un altra comunicazione la fa entrare in una delle vie più malfamate della città. Costretta a forza dagli uomini della società velata, veste i loro panni e riceve l'incarico di eliminare Sharon, ma prima viene forzatamente condotta in un vicolo dove riceverà il suo battesimo del sangue. Nel frattempo gli altri allertati della sua scomparsa corrono al porto. Taron rade a zero Sharon per renderla irriconoscibile. Nel vicolo intanto i sicari ed Erethia assistono all'arrivo di Solomon Torenescu accompagnato da una figura che si fa chiamare il principe dei mendicanti. L'uomo non sospetta un attacco ed è li per capire chi ha fatto girare la voce che è stato lui ad uccidere la nobile Vorloi. Solomon è caduto in una trappola, invitato da una spia della società velata. I sicari aprono il fuoco, mentre il gruppo e le guardie irrompono nel vicolo. lo scontro è breve e cruento ed Erethia tradisce i sicari. Lo scontro si risolve nella vittoria del gruppo che salva Solomon, ma Erethia cade colpita da una violenta pugnalata alle spalle. Il sicario mentre la pugnala le ricorda del suo lavoro con Sharon. La nottata finisce con l'arrivo di Alexander Torenescu che decide di ospitare il gruppo per la notte e di inviarlo lontano dai guai di Specularum a Sulescu il mattino seguente. Alexander predispone che una flottiglia di cinque imbarcazioni scorterà Sharon lontana dai guai.
Session: Dopo la cerimonia del taglio - Sunday, Dec 16 2012 from 12:00 PM to 5:00 PM
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Epic!
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Cody
Posted by the GM
Temple of Elemental Evil
The adventure so far...
Zhanna Bogomolov, Tundin Mar, Brandis, and Dire McCann rode to the Village of Hommlet from the Wooly Coast, having heard of the potential for fame and riches to be had in the land. They arrived at the village at mid-morning and paid the stable boy to care for their horses while they inquired at the inn for sustenance and leads.

While enjoying a pre-lunch repast, the party encountered a treasure finder, Furnok of Fend, who offered his services to the group for a share of the find. Having been in the area several days, his knowledge had the potential of helping the party, as did his unknown skills. The party agreed and, after a short trip to the trade post for supplies, the group headed toward the moathouse on foot.

After many hours, they finally arrived at the moathouse. Being late afternoon, the group felt it apt to make a quick assessment of the area and the fort itself. As they approached closer, they heard splashing and noticed several pairs of eyes looking at them from a small pond. While discussing what to do, six giant frogs crawled from the water onto the edge of the pond. Tundin attempted to intimidate them while Brandis and Zhanna provided support. Dire and Furnock attempted to flank the frogs, in case the situation turned for the worse.

The situation took a turn for the worse. The frogs jumped from the pond towards the group; three of the smaller frogs attacked Tundin while one of the larger ones was able to capture Zhanna with its tongue. The second larger frog attempted to grab Brandis with its tongue but failed to get purchase on Brandis' shield.

Zhanna dropped her bow and attacked the tongue with her dagger, causing only minor damage. Brandis was more successful, cleaving the tongue in half. Tundin stepped forward to attack but stumbled when he stepped in a hole; he was subsequently knocked to the ground by two of the smaller frogs, one chewing on his head while the other clung to his back. Dire and Furnock approached quietly and made attacks from the rear.

Dire was able to land an attack on the back of one frog, splitting its back apart and killing it instantly. Furnock wasn't as successful. While Zhanna recovered from being attacked, Brandis had problems of his own as the other large frog was able to stick its tongue onto Brandis' back, dragging him towards its mouth.

Brandis was able to turn around and grab the tongue, preventing the frog from eating him. Meanwhile, Tundin lost his chainmail cowl to the frog biting his head, but Dire was able to kill the one on his back.

Zhanna pierced the skull of a smaller frog with her dagger, then the other small frog lost its leg to Dire. As Dire chased the three-legged frog back to the pond, the rest of the group ganged up on the last, larger frog and killed it.

Once everyone caught their breath, Brandis decided he wanted the frog meat for later so he started cutting them up. While cleaning out the innards, he found a small amethyst gem.

The group moved back to the main road to recover, spending nearly 12 hours encamped while Tundin recovered enough cure light wounds spells to heal those who needed it, particularly himself.

The next morning, the group finally made it inside the moathouse and proceeded immediately up the courtyard stairs. Upon entering the great hall, they proceeded down the southern corridor, entering the rooms as they came to them. They were able to locate a concealed broadsword in one room but nothing else was found.

In the southern wing's main room, a giant snake approached the party as they were preparing to leave. Thinking quickly, Dire moved back into the hallway to hide in shadows, as Tundin's lantern was in the room. However, Tundin decided to drop the hood on the lantern, plunging the room into virtual darkness (there was still some light coming in via the arrow slits and broken wall).

Having lost most of his lighting, Tundin failed in his attack on the snake and nailed Brandis in the back of his shoulder, causing severe damage and resulting in Brandis being ineffective in his attack. The snake was bloodied but still strong.

Dire was able to successfully backstab the snake, achieving a perfect hit and neatly severing the snake's head. Furnock didn't have a chance to move around the room and flank the snake, and Zhanna was only able to use her crossbow once.

Moving to back to the great hall, the party went down the western corridor, again opening doors as they came to them. When they entered the kitchen, Brandis saw a cask on the far wall and headed straight for it. As he approached, a giant tick attacked him from a nearby fireplace and was able to bite him on his neck.

Tundin tried to pull it off but was unsuccessful. Dire pushed Tundin aside, grasped the tick, and ripped it off Brandis' neck, throwing it against the wall. As it lay there, Dire approached it, ready to stomp on it, but it recovered and ran straight for Brandis again.

This time, it climbed up his leg and was able to find an unarmoured area in his crotch, whereupon it proceeded to pierce his skin. As he screamed in pain, the rest of the group tried desperately to remove the tick. At one point, he had three hands groping under his armour for the creature.

Dire, being more forthright, decided to forego man-handling Brandis and aimed to kick the insect off Brandis' leg. Unfortunately for Brandis, Dire missed. The full-force kick lifted Brandis off the ground several inches, followed by him landing heavily on the ground, clutching his groin.

Realizing it might be easier to get at the tick with Brandis on the ground, the others again proceeded to try to remove the tick, aided by the fact the Brandis had finally passed out. The tick couldn't be removed by prying it off, so Tundin placed his lantern on the tick's back, attempting to burn it off.

Within a minute, the tick fell off and ran towards the fireplace. Dire chased it, trying to kill it but it escaped up the chimney. Brandis was still unconcious, so the group decided to remain in the kitchen until Tundin was able to heal Brandis sufficiently to proceed.


After Brandis recovered, the party went through the western doors into the barracks, where they were immediately attacked by a giant lizard. The lizard took a large chunk out of Dire's side, but then slipped on the pool of blood as it lunged for Brandis. Brandis easily defeated it, leaving Tundin able to attend to Dire.

While Dire recovered, the others found a chest in the room. Fearing for traps, the group waited until Dire was well enough to inspect it. In the meantime, Brandis cut open the lizard for more meat and found a metal shield in its stomach. Intending to ascertain its worth later, Brandis placed the shield on his back.

When Dire was able to look at the chest, he didn't find any traps or locks, so he opened it. Inside he found a crossbow, a suit of scale male, and a box of crossbow bolts.


After recovering this loot, the party proceeded back to the great hall and went to the northeast door. Finding it locked, Dire attempted to pick it but was unsuccessful. Not having any other suitable weapons, Brandis used Tundin's mace to smash through the door. After ten minutes, he was able to make a hole large enough to fit an arm through to unlock the door.

Before unlocking the door, the group could see what appeared to be the remains of a recent fire in the room's fire place and possibly a bedroll in a corner. Carefully, they opened the door and entered the room.

Unfortunately, nine men were waiting in ambush, hiding behind various furniture and in the corners. The men surprised the party, nearly killing Dire with a javelin and Tundin with a polearm.

Brandis gallantly provided a strong defense, allowing Zhanna and Furnock to retrieve the others' bodies and take them back into the great hall. Brandis followed, then closed the door, holding it closed against the attempts of the men to open it.

While holding it closed, Brandis heard one of the men inside yelling, "Run to the front! Run to the front!". Realizing that at least some of the men in the room would be using a broken wall to exit the room and attack the party from behind, Brandis wisely thought to use the rope in his backpack to tie off the door, preventing it from being opened.

Zhanna and Furnock tied off the rope while Brandis held it closed. Once it was secured, the three started poking their weapons through the hole in the door, mortally wounding one of the men.

Again thinking fast, Brandis took his shield and propped it against the door with his staff, preventing the men in the room from attacking or seeing them. Once that was done, the three remaining characters grabbed the two unconscious ones and ran for the snake room. The intention was to escape out of the fort via the room's crumbled wall while the men attempting to flank them ran to the drawbridge.

Luckily, the group was able to make their escape and successfully returned to Hommlet. When attempting to have their compatriots healed at the Church, they found the cost to be too great so they decided to pawn some of their treasure and simply rest up at the Inn for a week.
Session: Game Session - Friday, Nov 09 2012 from 10:00 PM to 6:00 AM
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Epic!
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Bob
Posted by the GM
Kingmaker
City Building Goes Virtual
Alrighty, from now on the city building will take place here on this site. We will be doing only one turn of city building between every game session.

Check the forums and post if you want to participate. Silence will be taken as an affirmation of your indifference to the process.
Session: A New Frontier - Tuesday, Nov 01 2011 from 6:00 PM to 9:00 PM
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