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Greg
Posted by the GM
Adventures in Astaria
Session 3 Summary - The hunt and first contact
Story:
  • After patching up the wagon, the party spent a long, cold night reaching the peak of the mountain pass.
  • Shortly before reaching Strinehm peak, thanks to a beacon of light from Lark, the party were able to see small shrines dotted in the snow following the road.
  • In the darkness beyond these, Rhyzan caught a glimpse of what he thought to be a crystalline glimmer of light.
  • Arriving in the small settlement, they found shelter in the peak-top temple.
  • The party awoke to an invigorating stew including gnar root, a local rarity, the root of a purple flower, thought to be infused with the warmth of the goddess herself. The people of the town were very kind and welcoming, believing in sharing their resources and offering hospitality to those who need it.
  • Serenia noticed a small trail leading southward into the mountains, but did not pursue further.
  • The town seemed to be mystically sheltered from the treacherous weather thanks to some kind of barrier maintained by the warm glow of lanterns at each entrance.
  • After a short rest, the party made haste down the far side of the mountain, reaching Strinehm fall the following evening.
  • Strinehm fall proved to be a substantial town, with many stone buildings, inns and traders.
  • The party split up to explore the town before settling at the blue horn inn for the night.
  • Recuperated from their mountain travels, the following morning lead to a trail of information gathering for Rhyzan and Serenia, whilst Lark met with the townsfolk and entertained with magical displays.
  • During the day a desperate mother sought the help of a medic when running into Lark, who was able to help a young boy who had badly broken his arm with healing magic. This improved the attitude towards the college in the area.
  • First visiting an inn in the shady northern quarter of town, after losing a couple of rounds of cards, Rhyzan and Serenia learned of a quarrel in a bar resulting in a flaming stool being thrown around, and also of some customers deserting a tavern before paying just down the road.
  • Upon arriving at said tavern, they overheard a quarrel between father and son over stealing food. It turned out that the boy had been in the south side of town during the time of the bar fight, and had then seen the assailants fleeing to the black bear inn.
  • In return for this information Rhyzan kindly levelled the bill for the struggling inn keeper.
  • After regrouping in the centre of town, the group went to stake out the black bear, looking for the culprits, likely to be the lead they were looking for.
  • After a long afternoon of food and drink, the bar keeper tipped off the group that the suspects had returned, two men in long grey cloaks, entered and quickly retreated to their room.
  • Rhyzan quietly followed the men upstairs, and managed to eavesdrop that a third member was missing, that they were to catch a boat with others that would leave in 3 days, possibly from Cavenden.
  • Fortunately, Lark had earlier purchased a local trading route map that ended at Cavenden on the coast, and had relayed this information to the group, making this a recognisable name.
  • Meanwhile, Serenia had persuaded Gwain to throw boost her onto the roof, where she managed to spot a small flash of magical energy, followed by a wisp of smoke from the shuttered window.
  • In a bout of insanity, she threw open the shutter, and clumsily dropped down into the window frame, alarming the two men inside the room.
  • The shock was enough for her to recover, jump inside, and take the closer man hostage at knife-point.
  • In response, the remaining man tore a runic talisman to cast the fire spell "melt" on her dagger, causing it to super-heat, burning her palm, but causing no lasting effect to the dagger.
  • Urgent to let go, Serenia caved in to her bloodlust, slashing out the throat of her hostage, dropping him to the floor in a geyser of blood before dropping the dagger tip first into the boarded floor. (Which immediately started to smoulder as it sank deeper.)
  • The party noticing this commotion whether by magical detection, or agonised scream, rushed upstairs trapping the second man at the end of the corridor.
  • Detecting Lark accumulating magic, he raved of a "shared cause", and pleaded for her to help. When bound by tendrils of light however, he soon turned face, spitting a talisman of incineration at the group, sending a wave of fire down the hall, killing his companion.
  • The flames singed Rhyzan and Serenia's clothes, but caused little more than annoyance.
  • Rhyzan, losing his patience, aggressively interrogated the man, brutally splintering one of his knees, retribution for a smarmy response.
  • Upon realising the man would not talk, and his spouting nonsense of "it's no use." Rhyzan tore his other knee asunder, then ripped a fingernail from his hand, before being stopped from bloody murder by Lark's interjection.
  • They knocked the man unconscious and fled the now burning building.
  • Upon reaching the threshold, Lark senses a strong burst of magic a second too late, as a fireball blasts the unconscious man on Rhyzan's shoulder to pieces, luckily Rhyzan remains unscathed thanks to his unfortunate meat shield.
  • The third mage turns and flees, escaping both visual and magical detection as town guards approach the scene.


  • Acts of greatness:
    Lark - In double-fold effort, to be studious and a great boon to the college, Lark found both vital information for the party's next move, and helped the local people gain a greater appreciation of magic.
    Rhyzan - Face tanking fireballs is kick-ass. Also RAAAEG.
    Serenia - Proving as always, that taking the straightforward approach is overrated, characterful role-play.

    Key information:
  • The box and the dagger are likely in the same location or direction. Possibly leaving the mainland by boat in 3 days time.
  • The boat will possibly leave from Cavenden, though it seems that the cultists? are awaiting further instruction on arrival.


  • Loot:
  • Lots of food and drink. Slight burns.


  • Intrigue points:
  • The Dark sequence
  • The visions
  • In the name of the college, retrieve the box, explore the dream's meaning

  • Lark:
  • The magical census
  • Report to the college as her story unfolds (Lark)

  • Rhyzan:
  • Cultist activity on the plains
  • Pursue the escaped cultist
  • Stop the cultist's boat escape

  • Serenia:
  • The other half calls

  • Side quests:
    [*]Stirring in the barrows - Thane of Ice awakened?
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    Greg
    Posted by the GM
    Adventures in Astaria
    Session 1 Summary - Arrival and Shadow play
    Story:
    • 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.

    Loot:
    • 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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    Tags: GM , Summary
    Epic!
    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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    Tags: GM , Level Up , Milestone
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    foofoox
    Posted by the GM
    gtrgterg
    hjgjj
    ghjghjj
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    Tags: Chronicle , GM , Journal , Recap , Summary
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    Lyndsey
    Posted by the GM
    Clockwork City
    Session 1 Recap:
    Adventurers:

    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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