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cailano

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  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."
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