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cailano

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Everything posted by cailano

  1. Time seems to be the number one blocker for would-be GMs, at least from the survey. While I feel like I should run something original soon, my history on the Weave has been with published adventures. It's just so nice having all my maps, NPC names, and artwork done for me.
  2. Mazzahs snorts. "It says to leave me alone! What it does NOT say is that I make exceptions for paying customers. Been to the Barrow Mounds, have you? What did you find there? Treasure? Enchanted relics? Ancient scrolls? Speak!"
  3. Welcome! There is always room for another GM around here. If you want to talk about favorite campaigns, you should start a topic in the Gaming Discussion forum, I'm sure a lot of people will jump in!
  4. In short order, Mazzahs the Magnificent yanks the door open. "What? Who's there? Who are you? Can't you read? No... no, probably not. Well, what do you want?" Mazzahs makes a less-than-magnificent impression. His left eye is larger than the right, making him look bug-eyed. His wizard cap is bent, and his robes are decorated with small charms and knick-knacks that jingle when he moves. He has a charcoal pencil tucked behind one ear and numerous rolled-up papers jammed into his belt.
  5. You managed to get a couple of hours rest. It wasn't a full night's sleep but it was better than nothing. Everyone recovers 1HP. If you've taken any ability score damage (except Luck) then you heal one point of that, too. Thieves regain 2 points of Luck (a full night's rest would allow you to recover 1 * level) Wizards Spells lost during casting are normally lost for at least one day. However, your mind is in an interesting state as you shake off the rust of not using your magic for an extended period. You find that you're able to recall your spells, and you're now able to use them again.
  6. You move to the north chamber and attempt to rest. The graveyard remains quiet for about two hours. Novia From your position at the mouth of the tunnel that leads back to the cellar, you see a light at the far end, and you hear a voice that sounds a little like the innkeeper, Ms. Alice. Only she sounds angry. "The little rats must have come back down here. Let's check the tunnel."
  7. Thomas and Zavie Light is coming from inside the tower, and while you're standing at the door, you can hear some banging around inside. Someone is definitely home.
  8. I just finished Genius Makers, a nonfiction book about the rise of deep learning and AI over the last ten years (it also touches on the earlier history of AI). If you're curious about the people and companies involved in that and about how AI is built, it's a good, nontechnical read.
  9. Thomas and Zavie The sign is handwritten on thick, pulpy paper. It has been nailed to the door and would be very easy to tear off. It looks like it's been there a while — at least several days. There is plenty of space to slip a note under the door.
  10. EVENING Serpe brings the remains of the scorpion's victim to the Shrine of St. Ygg, and Tharnakalian returns from the Axe and Anvil. You catch each other up on current events. Of course, you now get Bertrand's "joke." By the time Dougal approached him, the Brigands had already released Gern. Thomas and Zavie head to the Wizard's Tower and find it the same as in the morning. The Do Not Disturb sign is still on the front door. What next?
  11. Karg had been under the impression that your group negotiated Gern's release, but while talking to Tharnakalian, he realized that wasn't the case. So he did not pay the shield.
  12. XP BONUS: +125xp for returning the body of the scorpion victim XP AWARD: +250xp for the Gern job These are group awards, so divide by 7. Don't forget the human bonus.
  13. Karg narrows his eyes at you. "Wait. You not even know Gern here. You not get him back, Bertrand just let him go. No shield for you."
  14. I had heard of Quag Keep some time ago but I'd completely forgotten about it. Just ordered myself a copy for my extended Appendix N collection.
  15. Black Dougal Bertrand is happy enough to take your gold but the cleric does so only after some hesitation. He then sets the coin down on the table, pushes his chair away, and takes his ale outside. When you return to your table you hear the Brigands laughing uproariously. You don't know what the joke is, but you have a feeling that somehow it's at your expense.
  16. Tharnakalian Karg seems completely confused by your answer. He gestures at the dwarf behind him. "But... this is Gern. He's here. Bertrand release him already." Gern looks up. "The bastard paid me five gold for two weeks of being his slave. I never wanted to work with them. I got press-ganged. All these damn adventurers. A dwarf can't walk the streets anymore. I thought they were going to kill me. Probably would have but I told them Karg was my cousin."
  17. I keep hearing the rest in the cave option coming up, so in the interest of keeping things moving that what I'm going to have your group attempt unless I hear otherwise.
  18. Thomas Taycee returns with your mugs in short order. "Here you go, sweetie. I had Bollo fill 'em up extra for you and your thirsty friend." "The tall building? Oh, the one next door? That's the Rosy Quartz. Huffenpuff's place. He sells jewelry, but mostly he makes his money on loans to them who need it."
  19. Tharnakalian A few minutes after you leave Dougal to complete negotiations with Bertrand, you arrive at The Axe and Anvil, Karg Barrelgut's shop. Inside, you find Karg deep in conversation with a young dwarf, who jumps when you enter. Karg settles him down and then crosses to you. "Ah! You come for the shield, heh? I have it. Karg Barrelgut keeps his word! You bring back Gern, this good. Smart idea, you talk to Bertrand instead of getting killed. Maybe even you smart enough to get rich out in the Barrowmoor instead of dead, heh?" It seems highly unlikely that Dougal arranged Gern's release before you could walk here from the Strumpet.
  20. Serpe Othar seems genuinely happy to see you and claps you on the shoulder when you approach. "Brother Serpe, glad to see you and your companions are still alive." Cella murmurs a quick blessing and makes a sign of warding when you tell the story of finding the body. Othar looks grim. "Too many lives have been lost in that Moor. Greed is a tempting siren for too many of the desperate and ill-prepared. If the victim was one of the faithful, we can bury him in the church graveyard. If not, we can still take possession. We'll perform a ceremony and conduct a cremation. With the dead resting so uneasily in recent months, it is the best way."
  21. Black Dougal Isenwyn doesn't show any reaction to your lingering gaze. She just stares back with a blank expression. Bertrand nods. "Not a bad offer for a porter. He must know something, then. I had a feeling he did. All them dwarves keep secrets, especially about treasure. Isn't that right, Burgen?" Burgen, the chainmail-wearing dwarf, splits his beard with a wide grin. "That's damn right. Good ones, too." The group's cleric, who is wearing a holy symbol of Thor, speaks up. "Ten's a fair offer, in my judgment." "Is that right?" Bertrand snaps. "Is that the holy word of Thor?" "No, that's my word, Bertrand. It's fair." Bertrand snorts and shakes his head, then waves his hand as if swatting the issue aside. "Fine. Ten gold and another round, and we'll call it a deal. I wouldn't hold out hope he'll tell you much, though. He swings a good pickaxe, but Gern's a tight-lipped little bastard."
  22. I see all the OOC posts and I'm going to take each of them up as best I can. One challenge is that they all happen on different time scales. For instance, BD's exchange with Bertrand might only take a few moments, while Tharnakalian heading to Karg's smithy might take a couple of minutes. I'll do my best.
  23. Save the Cat is a must read book for anyone interested in story structure.
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