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Pointer-left Gh_thumb
FP
Posted by the GM
Pittsburgh Greyhawk Wars
Ship with the Yellow Sails
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More shenanigans
We’re still exploring the tomb, and discussing the best way to explore this dark pit.
Blackmore somehow vanishes while trying to explore, and we have some really inane arguments trying to figure out what we’re doing next.
[OOC] we also suffered from internet connection issues.
While the arguing is going on, Gefilte sends the Love Snake down to reconnoiter. He felt a wrenching sensation, and when the snake reconnects, it is in a cave with light. He senses another humanoid in there, likely Blackmore. Beska decides to send Eddie down, since she can see directly through his eyes. She confirms what we already saw. The cave is apparently lit by an opening to sunlight. Eddie checks it out and sees that it is a ledge partway up the mountain. We all decide to go down after them so we’re all in the same pickle. We all teleport in, and we realize that this is the entrance to the complex.
Beska looks over the book we’d found earlier. She used Knock to open it, and finds that it is a spell book, though all the pages seem blank.
We decide to go back in and see what else we can find before heading back in failure. We move through where we had gone before. In the trippy room, Sima and Kelmar examine the statue more closely. As they look the statue over, they start to hear a human female’s voice in their ears. We continue to the room with the golem, and try to search it a little more thoroughly.
We pass by the statues holding hands above, and Sima tinkers with the fingers of the statues after we pass by. After getting a jolt from a pinky, she continues on. All of a sudden, she seems to disappear, and the rest of us find our sense of hearing get very acute, much more sensitive than normal. At the same time, a secret door at the end of the corridor pops open.
Arkane leads the way through the secret door, and finds some steps down to another door. This is a very stout metal door. He tries the handle, and the whole area turns into a bog, into which he immediately starts sinking. We manage to get him out then carefully study the area. Kelmar found a small switch on the wall. He tries toggling it and it opens the far door. We explore through the door and find a elliptical room, lined with circular columns rising to the ceiling. In the center of the room is a large crypt with inscriptions in three languages—common, high elven, and another unknown language. It reads, “Anadi – Mage of Sages and Sage of Mages – At Rest While Her spirit Roams – A Curse on He Who Disturbs Her Rest”.
Session: Game Session - Monday, Feb 12 2018 from 2:00 AM to 5:00 AM
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Ship's Log #33
Ship's Log #33

Current Location: Shark Bay

Ship: Serenity

196 days Traveled
26 days since last Crew Wages
3 days since last Shore Leave
57 days till next Careening

Funds: 54415

Officers Share: $326


Provisions: 113



6 food
3 Iron

Tools & Stuff

1 Flask of Air from the top of the Coaker Mountains
1 Pound of Gold from the Kehanna Flumes
1 Gallon of Water from the Devil's Cross
4 Barrels of water from another world
Potion of Strength
Potion of Speed
Potion of Cure-All
Potion of Armor
Potion of Quickness
Roving Rat
Magical Map w/current location of the Ship clearly marked
Snowglobe w/Sea Dragon (Shatter and the dragon will serve us for one day. one use)
Magic Top Sails (+1 Travel Speed)
Jade Masthead (+2 Handling)
Tigershark Masthead (+2 cannon damage)
Foghorn (Large Conch Shell, Obscure, 20 PP, Vigor to activate)
Finest Silken Sails (+1 Top Speed)
Magic Head in a Box ("My Magic Is Yours, Only Against The Three Sisters")
Small Wooden Figurine with Sextant (+2 Boating in Storms or near Rocks)
Letter of Marque
Tome of Summon Elemental
Tome of Dispel
Tome of Sunblast
Tome of Holy Warrior
Tome of Quake
Time of Greater Healing (Universal Version)
Tome of Barrier
Tome of Havok
Tome of Stun
Tome of Elemental Protection
Tears of Lys (1 use)
2 sacks
3 shovels
4 Powder Bombs
4 doses Potion of Boost Vigor
5 Golden Triangles
94 cannonballs
100 chain shot
100 grapeshot
Kraken Bone Armor
4 Grappling Hooks
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Silvarn
Posted by the GM
The Tomb of Dreams
Episode 2.10
Nexus
1) Holding up the deal & Punching shadows
2) Plans over breakfast
3) To Asenack's Brewery (Taiphen to the Way of Shadows)
4) Green Hand Hideaway (and a Green Merchant)
5) A familiar voice
6) Marital violence
7) Escalation
8) Going after blood
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Aftermath of the fight
The fight is over. Everyone is alive but Bad Wolf and the sailors Oscar brought with. We notice two giant chests, and some white dragon eggs frozen in ice near the Ice Queen's throne.

Theron casts a Teleportation circle to take us back to his home in the Valley of the Mage. We manage to gather up the eggs and the contents of the chests before we leave (the eggs are melted out of the ice block, but later re-frozen and put into a cold room).

We retire to Theron’s reception room and inventory the loot:
  • Coins: 1000 sp,1200 gp, 110 pp - out of this we give 100gp to Theron, 600gp to Varis, and 300gp to Corin for spell components (teleport, revivify). The rest is divided up, and everyone gets 187gp
  • Carved Wooden Staff (25 gp), Feathered Talisman (25 gp), Rabbit Fur Ribbon (25 gp), Ceramic Orb (25 gp)
  • +1 Rod of the Pact Keeper (uncommon, dmg 197) (+1 to warlock attack spells and save DC’s; can regain one warlock spell slot as an action while holding the rod - usable once per long rest)
  • Amulet of Proof Against Detection and Location (uncommon, dmg 150) (wearer is hidden from divination magic; can’t be targeted by divination magic or perceived through magical scrying sensors)
  • Gauntlets of Ogre Power (uncommon, dmg 171) (Strength of 19 while wearing - no effect on PC with Strength 19 or higher)
  • Scroll written in magical code
  • Orb of Dragonkind

The Orb was apparently created during a series of giant vs. dragon wars. Some wizards trapped evil dragon essences into the orbs during their creation. We discuss whether to destroy it, but decide to rest for the night first. In the morning, Theron casts Legend Lore finding out the following:

The orb contains a black dragon essence (Boivontenth). It requires attunement to use it - it will test your worthiness. It was custom created by a particular mage - each orb has individual properties the bearer can use.

Miri tries to attune with the orb (24 Cha Save) - finds out the properties:
  • The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn.

  • Spells - If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it:

  • Cure Wounds (5th-level version, 3 charges)
  • Daylight (1 charge)
  • Death Ward (2 charges)
  • Scrying (3 charges).
  • Detect Magic (0 charges)

  • Call Dragons:

  • While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles.

    Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call.

    Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

  • Destroying an Orb:

  • An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

  • Random properties - some were re-rolled, so still confirming that these are all correct

  • Sentinel - when within 120’ of dragon, the orb will glow

  • Can activate the orb as a beacon - it creates bright light within 10’, and dim light for another 10’ (unlimited duration)

  • While attuned to the orb, pc can use an action to cast a 5th level spell (from his\her spell list?) and then roll 1d6 - on 1-5, can’t cast it again until next dawn

  • While attuned to the artifact, non-magical flames are extinguished within 30’ of pc

  • The orb imprisions a death slaad - each time pc uses one of the orb’s properties as an action, it has a 10% chance of escaping, appearing within 15’ of pc, and attacking them

After we have rested and taken stock of our situation, we discuss what our goal is now. Peck seems to be the best one to use the Gauntlets of Ogre Power, and we decide to give Aramil the "Amulet of Proof Against Detection and Location". This will hopefully prevent him from being tracked down again by the Frost Giants' magic, in their search for the Ring of Winter.

Ultimately, our goal is to find the Storm Giant King (Hekaton); Someone disrupted the Giant court, and he is now missing (causing the rift which led to each side running wild, trying to gain an advantage over the others. Some leads we have to look into include the mage Mordenkainen (assuming he has regained his sanity) and the Cloud Giant Zephyros (assuming he's willing to reconsider our worthiness after recent events). It may also be worthwhile to make a stop at Greyhawk City to do some further research in the library, or to pick up any needed supplies.
Session: Circle in Time? - Wednesday, Jan 24 2018 from 2:00 AM to 5:00 AM
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