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Lucas
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O Mundo de Aedda
Ato II - Aliados Desaparecidos
O Ato II ocorreu entre os dias 6º e 9º do mês do Dragão de 2978 p.C. (pós-Criação)

A chegada a Galrey trouxe algumas surpresas ao grupo. Após receber suas recompensas e explicarem o ocorrido n'As Fazendas, Kriv é recebido com a notícia de que o que item que procura se encontra nas Ilhas Umnia, um lugar sem regras ou supervisão, conhecido por reunir os piores dos piores de toda Aedda. Junto de seu aliado Firahel, ele partem imediatamente, deixando o grupo com suas comemorações ao fim do Festival das Escamas. Essa comemoração, no entanto, não durou tanto.

Nelath, que se direcionava À Torre para mandar uma carta para sua amiga Áster, em Ark'halla, um retiro de aasimars, recebe da mestra da Guarda Leswin Windhorn a notícia que esta mesma amiga foi selecionada para uma missão de escolta até a cidade anã de Vom Garohm, onde desapareceu, junto de Finelien, mãe de Leswin e uma das regentes da cidade, Zoë Imlerith, a diplomata de Ark'halla, e o resto do grupo de escolta. Leswin então propõe um trato para o grupo: se eles a escoltarem até a cidade, lhes dará uma boa soma em ouro, uma vez que o caminho, mesmo nas trilhas reais, é recheado de perigos.

Já no dia seguinte, o grupo começa sua jornada. Os cinco dias de viagem passam um tanto tranquilos, com exceção do encontro com um elemental de terra, o qual o grupo lutou com facilidade.

Chegando à imponente cidade de basalto, com suas angulosas e altas muralhas, o grupo vai diretamente para a Torre falar com os outros regentes. Eles lhes informam que uma invasão de duergars aconteceu meses atrás que os forçaram a fechar partes do esgoto e que, pouco antes do desaparecimento de Finelien e da caravana de Ark'halla, crianças vinham sumindo.

Os aventureiros resolvem investigar a casa de Finelien, onde todos estavam hospedados e posteriormente pesquisar mapas dos túneis do esgoto na biblioteca local, que vai pelo nome de Tinta e Pena. Dentro da construção, que muito lembrava o formato de um livro aberto, se deparam com um estranho anão arfando, que se apresenta como Arkud Steelback. Desconfiados do anão, eles o interrogam sobre seu passado. Passado uma série de perguntas, Nelath consegue, com seu firme olhar, notar a ilusão por trás da aparência de Arkud, que imediatamente fica invisível e foge.

Buscando desesperadamente rastrear os traços de Arkud, o grupo sai pela cidade, mas sem muito êxito. Após alguma discussão e busca, eles resolvem descer para o esgoto, sua única pista.

A viagem no esgoto não foi das mais agradáveis. Ragnar mal conseguia se concentrar devido ao mal cheiro, chegando a vomitar algumas vezes. Uma armadilha quase tomou a vida de Áquila, falcão de Akin, que com seus gritos desesperados, acabou atraindo um bando de goblins.

Seguindo curso, eles encontram finalmente o covil do que vem atormentando a cidade: uma dupla de bruxas verdes, chamadas Annie e Matilda. No fundo do covil, amarrada por correntes, Finelien e em gaiolas, a caravana de Ark'halla.

A luta se mostra frustrante para ambos os lados: as bruxas, em menor número, utilizam-se de feitiços de Blink para tentar atacar mais adversários sem se machucarem, mas sem sucesso. O outro lado, por conta do mesmo feitiços, precisavam acertar golpes certeiros. No fim, Annie acaba abatida e Matilda, furiosa, lança um feitiço de Blight em Nelath, torna-se invisível e foge.

Sem conseguir acompanhar a criatura, os aventureiros são deixados no covil, sem nenhuma baixa e buscam retornar para superfície.

fin
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Epic!
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Lucas
Posted by the GM
O Mundo de Aedda
Ato I - Destinos Entrelaçados
O Ato I ocorreu entre os dias 2º e 6º do mês do Dragão de 2978 p.C. (pós-Criação)

A cidade de Galrey traz várias surpresas para os residentes e visitantes durante o Festival das Escamas, mas ninguém esperava uma invasão de mortos-vivos. Não fosse a rápida resposta de alguns aventureiros que coincidentemente visitavam a cidade e da guarda da cidade, quem sabe o que poderia ter acontecido.

Durante a competição de culinária anual de Galrey, um incêndio tomou conta da cidade. Carvell, o regente da cidade, após receber uma mensagem de um dos guardas, pediu para a população esperar calmamente enquanto a guarda cuidava da situação.

Sem pensar duas vezes, Nelath, a corajosa centaura guerreira, galopa o mais rápido que pode para o centro da cidade, seguida por Ragnar, o charmoso meio-elfo bardo, Kathyusha, a gananciosa meia-elfa bruxa, Robb, o calmo firbolg druida, Kepesk, o curioso clérigo lizardfolk, Kriv, o azarado feiticeiro draconato, e Firahel, o estranho alto-elfo arqueiro. O grupo de estranhos encontra dois ogros em estado de putrefação, destruindo a cidade enquanto passavam. Com uma coordenação inconsciente, eles conseguiram derrotar os ogros, que insistiam em levantar, enquanto Kathy vasculhava pela casas em busca de alguma coisa para roubar.

Enquanto Kathy e Ragnar aproveitaram a confusão para invadir a Torre, o prédio central da cidade e sede da Regência, por um buraco em sua estrutura, o resto do grupo foi convidado a entrar pela porta da frente e encontrar a mestre da Guarda Leswin, uma anã da colina de cabelos roxos presos num rabo de cavalo e olhos amarelos, para conversar sobre o incidente. Eles descobrem que além dos ogros, uma série de humanoides em variados estados de decomposição "visitaram" a cidade. Leswin oferece um contrato para investigar a origem desses mortos-vivos, por 200 peças de ouro por semana e 10 peças de ouro por escalpo (inclusive para Ragnar e Kathy, que foram presos e intimados a pagar uma fiança de 70 peças de ouro pelo mestre da Lei, Alnan).

No amanhecer do dia seguinte, um guarda informa o grupo de que eles encontraram rastros que direcionam para norte do reino, e eles o seguem imediatamente. No meio do trajeto, encontram fazendeiros indo de carroça para Galrey, e recebem a informação de que a região conhecida como "As Fazendas", na mesma direção dos rastros, vem tendo problemas com a produção de carne desde o mês passado. Ao fim do dia, os aventureiros decidem acampar à beira de um lago rodeado por um bosque, e turnos de vigília são decididos para que todos possam descansar em segurança.

No fim do último turno, Nelath e Firahel percebem movimentos nos arbustos do bosque. Tentando investigar mais de perto, a guerreira encontra 4 bandidos de trilha. Estes, no entanto, não parecem interessados nela, e continuam correndo, acabam sendo massacrados pelo grupo agora acordado. Um instante passa e o motivo da pressa aparece: um par de lobos atrozes em decomposição. A vantagem em números faz o combate ser fácil, mesmo com o retorno à vida dos lobos.

Com um belo café da manhã preparado por Robb, a companhia segue viagem e chega Às Fazendas ao pôr-do-sol. A visão não é algo bonito: quatro celeiros, ocupados por dezenas de figuras mortas-vivas (humanoides, ogros, animais), rodeiam um obelisco, com hieróglifos em abissal e uma safira no topo, emanando um brilho azul fantasmagórico. Na sua frente, uma figura humanoide empunhando uma espada de duas mãos, vigiando.

Antes que qualquer um pudesse agir, um barulho na orla da floresta que cercam os celeiros chama a atenção dos aventureiros. A investigação revela Akin, um peculiar kenku ranger, que informa estar caçando o mesmo alvo que o grupo, e decidem unir forças.

Alguma especulação segue em como terminar o encontro sem baixas, até que Robb, percebendo que os mortos-vivos não os atacavam, resolveu se comunicar com a guerreira na frente do obelisco. Esta se apresenta como Aliz, uma meia-orc fadada a proteger a mesma coisa que a prende nesse mundo e que deseja descanso mais do que tudo. Ela diz que ''quando o Sol e a Lua encontrarem", a maldição será quebrada.

Ragnar, através de seu conhecimento arqueológico, decifra os hieróglifos no obelisco, identificando os símbolos para Sol, Lua, Campo e Montanha, mas vendo parte da sua essência ser sugada pelo obelisco. Ele então instrui o grupo a girar as peças de forma a colocar os símbolos do Sol e da Lua na mesma face.

A simples ação de Robb ao tocar no obelisco fez todos os mortos-vivos se movimentarem em direção ao mesmo. Aliz perdeu seu tom pacífico e atacou ferozmente todos que estavam na sua frente. O grupo consegue neutralizá-la antes de que seus reforços pudessem chegar, resistindo inclusive às propriedades sobrenaturais do obelisco e, enfim, desativando-o.

A queda dos mortos-vivos não foi algo bonito de se ver. Enquanto algumas pessoas pareciam apenas acordar de um longo coma, outras simplesmente espatifavam no chão, sem vida.

Após enterrarem Aliz, que descobriram ser uma guarda que protefia o local há alguns anos, depois de conversar com Jim, o filho do ancião líder d'As Fazendas, os aventureiros descansaram e partiram para Galrey completar sua missão, coletar suas recompensas e pagar suas dívidas.

fin



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Down under the Observatory, part 2
(Day 23)
We returned to the Observatory and began looking into the room adjacent to the "Catalogue of Days", which was the "Catalogue of Nights", a repository of deaths of ancient Wati.
A room across the hallway from that was full of sarcophagi and mummified animals, including an elephant.

Down the stairs, we found a room with blue tiles laid across the whole floor. These were a magical trap that flung the tiles with great force across the room. Amestri disabled the magic, and we moved on.
Beyond that, large doors led to an almost-octagonal room, very large, dominated by a 15'-tall statue of Pharasma as Matron. It had hieroglyphs on the walls, interrupted by floor-to ceiling curtains. Most of the curtains hid alcoves which contained shrines to different aspects of Pharasma.
One curtain led to a dormitory area. In two of the beds were deceased women, well dressed and not mummified. Magical and medical examination showed them to be young priestesses of Calistria, dead from exposure to the desert. Their corpses were preserved by magic, but they were not undead. Since Nebta-khufre had recently come from Tefu, perhaps they came through the desert from there? One large bed in this area had been slept in recently, and had many notes in his hand.
Another alcove hid a crypt thing, an undead guardian who told us to leave. He magicked away Khismia and Amestri, fortunately they did not go far, and then began to battle with us.
Khismia only went as far as the unoccupied dormitory. Amestri ended up in a long room occupied by a ghastly half-orc. She fled, and luckily ended up in the same room as everyone else.
Ostog held the ghast while the others dealt with the crypt thing, then Khismia moved to cast upon the ghast. Unfortunately, everyone's timing was off, and the ghast ripped Khismia apart before Sallah, Jes, and Novid could kill it.
We took her body with us, and returned to the Pharasman temple to request her return. Ostog sold off most of the magical cloaks and other items we'd collected to pay for the spell's components. We all rested for the night.

Day 24
When we returned to the room we had just left, the bodies of the undead had not been altered, and the tile-floor-trap had not only restarted, but had replaced the tiles destroyed in yesterday's attack.
Beyond this, and down more steps, was a silent room that had deep pits along both walls. These had once been fire pits, it seemed. A bubbly fountain lay in the center of the room, in front of a large statue of Anubis. This Graven Guardian fought us for a long time before I was able to finish it with a Ray of Acid.
After that was a Really Big Round Room with a pyramidal platform in its center, a walkway high around the outside of the room held up by statues of Pharasma. Bodies lay all around the room, but two mummies flanked the steps up the platform.
Atop that stood Nebta-Khufre, wearing a very magical golden mask. We fought. It was a LONG Fight. My spells kept him at bay most of the time, while the others fought two mummies and 6 zombies that he raised from among the many corpses on the floor.

After finally defeating him and his protectors, we took all of the magic items from the room and returned to inform the Pharasmins of our efforts. The mask was indeed that of the Forgotten Pharaoh, and was highly magical.

Days 25-26 We rested, and then escorted an eager Amestri (hopefully fully recovered from mummy rot?) into the Observatory's several genealogical libraries. There were no more monsters remaining in the lower levels.
There was an interesting room, with a miniature representation of Wati laid out on the floor, complete with running water, miniature people, animals, and buildings. The only difference is that a large obelisk (representing Pharasma's Judgement) arose from the site of the current Mausoleum.
Ostog busied himself with the spellbook of Nebta-Khufre, as well as any plans or other information he may have left in his papers.

Seti the Crocodile was busy with a 2-day-long ritual, intended to lay to rest the remaining undead who rose in response to Nebta's actions.

The Pharasmins had almost no information on the Sky Pharaoh, Forgotten as he was. They suggest the libraries of Tephu for future research.

We shall head there, but after a week or so of preparations and recovery from our labors here in Wati.
Session: Game Session 15 - Saturday, Jul 28 2018 from 11:00 AM to 6:00 PM
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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? - Tuesday, Jan 23 2018 from 5:00 PM to 8:00 PM
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Years Passed

Major Things:
- Was off inspiring and speaking but it wasn't rewarding for Kelsang.
- Changed appearance, clean and tight. Mostly wearing black tight fitting multi-layered robe-suit hybrid with slightly baggy pants. Has a beaded necklace like a monk's but it is woven into his vest. Skin has tanned from being in public spaces outside.
- 1 dot Artifact musical instrument (Lute - "Grovewood")
- 1 dot? Artifact Seven Section staff
- Tried to develop a text (book) for inspiration including a catchphrase that was interpreted incorrectly and now has spawned followers that are acting not as intended. (20 followers)
- A small cult group has formed (several hundred people in several small communities)
- Kelsang has more charms and abilities fitting with this inspiration and performance theme.

Detail:
- Public speaking and inspiration
He spoke at events and gatherings and did well

- Followers misunderstood motto:
"We are here for you" was supposed to be supportive and inviting but combined with other passages in the book "we must expand our reach to help others find their place and platform", it has been understand as "We are here for you, come with us now".
Intended meaning: "We are here for you, we can be a family for you, we want you to succeed"
Unintended meaning" We are here for YOU. Come with us, get in this sack, stop screaming."

- A cult has formed worshipping me
Some are so lost that they've taken truly innocent inspirational stories and treating these as a gospel or a One True Way. Like falling in love with a teacher, some are worshipping me as a minor deity or figure when Kelsang definitely does not want this. He is tolerating it for now while trying to redirect the energy to more practical uses for those people.




Kelsang's Five Years

Talk tour, I was doing events and celebrations. Festivals were popular. I would speak at the unveiling of statues and buildings. There were a music event like one late night fire burning and lantern balloons over a lake. I enjoyed the traveling, meeting people and learning local towns’ customs.

It just wasn’t leading to much. One speech would produce a lead to a ceremony and that would impress a crowd of one hundred. Then some would ask if I’d return next season and I’d normally deflect because I was just moving in a straight line and not a circle. A year snuck up on me and I found myself returning to a small outdoor workshop that was introduced to me by a farming family. I had taken some extra energy randomly and written a song for their newborn son, named after him. They had this remote shed and stable that had some basic tools. This was sort of home base for me later.



I had carved a wooden flute for myself out of a beech branch. It was beautiful to me. Very pale and I had made decorative lines around the holes and stem. I was having trouble sleeping though because I would have tunes stuck in my head and nightmares about songs at night. In the nightmares, I'd be playing a Lute and during the day I'd have melodies that could not be played on a flute stuck in my head. They were not well-known songs. I was hearing new music.

As I traveled I heard rumors of something near Rathess. I went to investigate the lake and forest near Rathess but stayed away from the strange ruins because I was alone and I have no knowledge of that place. I heard echoes of the music I had heard, not flute music but something strung. Eventually I found a lute growing off a tree. It was playing by itself until I approached. I plucked it off the tree like a vine growing on the trunk. I have named it Grovewood but I don't know it's true name, power or origin. I left my carved flute at the base of the tree where I found Grovewood as tribute or exchange. It just seemed right at the time.
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