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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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Tags: GM
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Posted by the GM
Echoes of Glory
CAMPAIGN NOTES: Second Official Session (5/15/2016)
The party asked around about the missing persons, learning that the 6 friends who vanished had a 7th friend named Harmony who went home feeling sick shortly before her friends disappeared.

En route to Acorn Lake, Nik Nak swiped a necklace that unfortunately turned out to be cursed, and is now mute until such time as the necklace can be removed or otherwise rendered uncursed.

After meeting up with Harmony and hearing what she knows, the party found a small cave with a mushroom ring and a shy, frightened Pixie who told of her people's plight. A while back, her home was invaded and her people were enslaved with mind control, forcing their normally good-natured pranking into kidnapping and worse. With the party's promise to attempt to free her people, she activated the fey ring and the party was teleported to the Feywild.

There, they found dozens upon dozens of bodies, some comatose and others dead. This has obviously been going on for a while. They began exploring the cave, along the way finding one of the 6 missing persons they were tasked to locate.

After dealing with an acidic vine trap and some giant vermin, the party leveled to Level 2!
Session: Second Official Session - Sunday, May 15 2016 from 11:30 AM to 3:30 PM
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Tags: GM , Level Up
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Posted by the GM
Hello all!

Today we discussed some things to help streamline the campaign and clear up confusion.

At Levels 1, 5, 10, 15, 20 MAX HP

Ability increases at 4,8,12,16,20 are +1 to 2 different scores.

Group passive skill checks. Skills such as Perception and Survival will be used to speed up encounters. Solo checks will still be given if things are missed or used for specific actions.

Considering using this for Knowledge (for general information)and perhaps Stealth, as always this is open for discussion if it doesn't work out.

Newer characters introduced mid book and such will be a level lower.

Attack of Opportunities ARE provoked when moving from 1 threatened square to another. Not from entering the attack range but moving from one to another as well as leaving.

Almost done with Book 1!!!
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Tags: GM , Introduction
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Posted by the GM
Auf kleiner Flamme V: Was ist mit diesem Kessel?
Die Leiter ist fertig gestellt und der Zwerg reinigt sich nach der Arbeit. Danilja versucht Schlaf nachzuholen, Zakrai und der Elf sind anderweitig beschäftigt.

Die anderen drei sitzen noch im Gastraum, unterhalten sich und versuchen unauffällig die anderen Gäste zu belauschen. Selma geht zu Brin, der sich betont unauffällig im Hintergrund hält. Er hat ein Geheimnis, soviel bekommt sie gleich mit, und gemeinsam mit ihren Gefährten versucht sie Brin im Stall auszufragen. Der erzählt von dem Kessel - den habe der Vater gar nicht in der Stadt gekauft. Brin war aus Abenteuerlust zur Ruine gelaufen und dort habe er den Kessel gefunden. Dies hat er dann später Torben erzählt und weil der sich so den Traum eines Badehauses erfüllen konnte, haben die beiden auf dem Rückweg dieses Ausflugs in die Stadt am Herrenhaus gehalten und den Kessel aufgeladen.

Daraufhin scheint der Kessel an Bedeutung zu gewinnen und Valaria geht gemeinsam mit den Mokgram und Selma in die Badestube. Valarias Untersuchung des Kessels, in dem das Badewasser erhitzt wird, führt zu folgenden Erkenntnissen:

Der Kessel ist insgesamt "mittelstark magisch".

Genauere Analysen zeigen:
Astrale Präsenz mittlerer Stärke, von einer Art, der es an Structura und Ordo gebricht, was meist auf das Wirken der eher naturverbundenen Zauberwirker hinweist. Die Matrix weist Merkmale der Beeinflussung auf, daneben ist eine schwache Unterschwingung spürbar, die an eptasphairische Einflüsse erinnert. Letztere am ehesten der Domäne des Herrn der Rache zugehörig.

Die Fluctuationes der Matrix sind nicht rein durch die chaotische Natur des zugrundeliegenden Cantus erklärbar. Es scheint vielmehr, als würde ein selbständiger Wille den Kessel erfüllen. Jedoch keine klassische Inhabitatio Daimonica, soviel kann man sagen.
Die Auswirkung des Artefakts dürfte über ein fluides Medium – vulgo Wasser – auf die psychische Constitutio des Opfers gerichtet sein und sie negativ beeinflussen. Von prolongiertem Hautkontakt mit im Kessel erhitzten Flüssigkeiten ist jedenfalls abzuraten.

Nun sehen sie den Kessel mit ganz anderen Augen an. An der Oberfläche sind ein paar Kratzer, die wohl vom Transport hierher stammen. Und ist es nur das Licht? Denn bei jeder Bewegung der Lichtquelle scheinen Schatten über die gewölbte Außenwand zu huschen, als regte sich etwas in dem Kessel, als versuchte etwas – oder jemand? – aus ihm zu entkommen.

Ziemlich aufgeschreckt eilen die drei zum Peraine-Geweihten, der glücklicherweise noch wach ist. Als sie Ulfried von den neuen Erkenntnissen erzählen ist er genauso entsetzt wie sie. Er verspricht am nächsten Morgen in den alten Unterlagen zu schauen, ob sich da ein Hinweis findet.

Nach einem zwar nicht unterbrochenen, aber auch nicht wirklich erquickenden Schlaf brechen Valaria, Selma, Mokgram und Danilja mit der Leiter auf zum Herrenhaus. Sie finden auch den seitlichen Einstieg in den Keller und dort menschliche und ogerische Spuren. In einem alten Weinkeller stossen sie auf improvisierte Gefängniszellen und dann in der Familiengruft der von Lichtengrunds auf ein Geheimfach, in dem u. a. Unterlagen sind, die Hexenprozesse und Todesurteile erwähnen.

Nach einem kurzen Kampf mit einer Gruftassel wird der wohl ursprüngliche Ort des Kessels gefunden. Die Aufhängevorrichtung ist noch zu sehen, auch ein abgebrochener Gitterdeckel mit dem PRAios-Symbol liegt dort, sowie Handschellen und Folterinstrumente. Die Gefährten nehmen mit was ihnen wichtig erscheint und machen sich auf den Rückweg ins Dorf - hoffend dass sie jetzt Licht ins Dunkel bringen können...

Session: 006 - Monday, Nov 02 2015 from 12:00 PM to 4:00 PM
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