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segunda-feira, 16 de fevereiro de 2015

AD&D - Campanha das 7 forças mísitcas - segunda aventura

Os personagens voltam ao templo de Mystra para investigar, e lá descobrem que os saqueadores do templo deixaram para trás um mapa, este mapa levou até uma dungeon a 15 dias de viagem dali. Outra pista deixada foi o caminho feito pelos bandidos para dentro da floresta.

Brottor, Hogganda e Bago foram atrás da trilha, enquanto Thomas, Naar e Elbor seguiam o mapa.

A trilha do primeiro grupo os levou a um acampamento dos bandidos, alguns poucos estavam alé, guardando a estrada, caso fossem seguidos. Os 3 aventureiros enfrentaram os malfeitores, logo foram derrotados e pistas apontaram que os bandidos tem uma base de operações em algum lugar de Shadwdale.

O caminho até a dungeon foi tranquilo, só sendo tumultuado por grilos rosnantes e uma briga de bar. Quando mais precisavam, BAgo foi transportado para dentro da dungeon, provavelmente uma intervenção de Mystra. A dungeon quase levou a vida dos 4 aventureiros algumas vezes. Depois de enfrentar muitos esqueletos e mortos vivos, e descobrir mais pistas, que também levavam a Shadowdale. Descobriram que o tal item é um orbe.

O grupo conseguiu uma grande vitória, conseguiram muito em ouro e vários itens mágicos:

Um escudo +2
Um arco longo composto +1
dois mantos de proteção +2
gazuas mágicas +30%
Uma espada longa +1
Uma armadura de batalha +1
Um cajado de cura
Um arco curto +1

 Infelizmente o ladrão do grupo, Thomas, acabou amaldiçoado por um anel mágico. Todo ouro que ele toca vira terra.


A Dungeon:

The Dark Prison of Ruin

Level 1

Map Style:
As grandes diferenças são a sala 10 que tinha um laboratório alquímico e a arca vazia da orbe, alguns monstros diferentes da lista e a sala 8, que tinha um elaborado quebra cabeça e uma passagem secreta. O grupo também descobriu que a dungeon foi usada como esconderijo dos vilões, que podiam entrar e sair via um portal mágico e a passagem secreta da sala 8.
Sleep Gas TrapSeveral alcoves are cut into the walls hereBurning torches in iron sconces line the corridorThe walls here are covered with sword cutsSomeone has scrawled "Upon the first day of the reign of Knowledge, when the Silver Fox lies in blood, the Night Walker shall be slain" in draconic script hereThe scent of urine fills the corridorA fountain of water sits in an alcove hereSpiked Pit TrapSomeone has scrawled "Look to the ceiling" in goblin runes hereA rustling noise fills the corridorWithered corpses are nailed to the corridor wallsSkeletons hang from chains and manacles against the walls50' x 90', Empty30' x 30', Empty70' x 30', Empty110' x 70', 3 x Fire Beetle30' x 90', Empty30' x 30', Hidden Treasure90' x 110', 2 x NPC and 7 x Henchmen70' x 110', Empty90' x 50', Empty70' x 90', Poison Arrow Trap70' x 90', Empty30' x 90', Empty70' x 110', Poison Arrow Trap50' x 50', Empty110' x 50', Empty30' x 50', Teleporter Trap30' x 50', Hidden Treasure30' x 50', 5 x Dwarf30' x 90', Poison Gas Trap30' x 30', EmptyUnlocked Stone DoorStuck Iron DoorUnlocked Simple Wooden DoorStuck Good Wooden DoorTrapped and Locked Simple Wooden Door (good lock, -10% to open)ArchwayStuck Strong Wooden DoorTrapped and Locked Iron Door (superior lock, -20% to open)ArchwayWooden PortcullisTrapped and Unlocked Stone DoorSecret Trapped and Locked Simple Wooden Door (common lock)Wooden Portcullis (stuck)Secret Locked Strong Wooden Door (wizard lock)ArchwayArchwayArchwayStuck Good Wooden DoorUnlocked Good Wooden DoorLocked Stone Door (good lock, -10% to open)ArchwayUnlocked Stone DoorLocked Good Wooden Door (common lock)Stuck Strong Wooden DoorUnlocked Strong Wooden DoorSecret Unlocked Good Wooden Door (slides down)ArchwayStuck Strong Wooden DoorStuck Stone Door (slides to one side)Stuck Strong Wooden DoorSecret Stuck Iron DoorLocked Good Wooden Door (superior lock, -20% to open)Stuck Good Wooden DoorTrapped and Locked Strong Wooden Door (superior lock, -20% to open)Stuck Stone DoorUnlocked Strong Wooden DoorSecret Locked Stone Door (good lock, -10% to open)Secret Locked Simple Wooden Door (common lock)ArchwaySecret Locked Good Wooden Door (common lock)Unlocked Strong Wooden DoorStuck Good Wooden DoorStuck Strong Wooden DoorArchwayLocked Simple Wooden Door (common lock)Wooden PortcullisStuck Stone DoorArchway
General
Dungeon WallsMasonry
Dungeon FloorFlagstone
TemperatureCool
IlluminationDark (individual creatures may carry lights)
Corridors
aSleep Gas Trap
cSeveral alcoves are cut into the walls here
eBurning torches in iron sconces line the corridor
iThe walls here are covered with sword cuts
mSomeone has scrawled "Upon the first day of the reign of Knowledge, when the Silver Fox lies in blood, the Night Walker shall be slain" in draconic script here
nThe scent of urine fills the corridor
rA fountain of water sits in an alcove here
sSpiked Pit Trap (10', 2d6 damage)
uSomeone has scrawled "Look to the ceiling" in goblin runes here
vA rustling noise fills the corridor
wWithered corpses are nailed to the corridor walls
xSkeletons hang from chains and manacles against the walls
Wandering
Monsters
112 x Giant Rat, searching for an object stolen from their lair
21 x Fire Beetle, wandering senselessly
312 x Giant Rat, bloodied and fleeing a more powerful enemy
42 x Fire Beetle, lost and desperate
512 x Dwarf, scavenging for food and treasure
615 x Kobold, consumed by disease and madness
Room #1
West EntryStuck Iron Door
South EntryUnlocked Stone Door
→   Leads to room #10
Room FeaturesA tile mosaic of vile acts covers the floor, Several pieces of rotten leather are scattered throughout the room
Room #2
West EntryArchway
→   Leads to room #10
South EntryUnlocked Simple Wooden Door
Room FeaturesA mural of ghoulish carnage covers the ceiling, Someone has scrawled "Beware the shadows" on the north wall
Room #3
East EntryStuck Good Wooden Door
Room FeaturesA shallow pit lies in the west side of the room, Someone has scrawled a demonic face on the east wall
Room #4
North EntryArchway
East EntryTrapped and Locked Simple Wooden Door (good lock, -10% to open)
Ⓣ   Poison Arrow Trap (1d6 damage plus poison; onset 1d4 rounds, save or 10 damage)
Room FeaturesSomeone has scrawled "Beware the elves" on the east wall, The sound of rushing water fills the room
Monster3 x Fire Beetle
Room #5
East Entry #1Trapped and Locked Iron Door (superior lock, -20% to open)
Ⓣ   Teleporter Trap
East Entry #2Stuck Strong Wooden Door
Room FeaturesThe floor is covered in perfect hexagonal tiles, Someone has scrawled "Abandon all hope" on the east wall
Room #6
West EntryArchway
Room FeaturesA well lies in the south side of the room, A stack of barrels filled with rotting fruit stands against the north wall
Hidden TreasureHidden Unlocked Iron Chest

1000 cp; hoard total 5 gp
Room #7
North Entry #1Trapped and Unlocked Stone Door
Ⓣ   Teleporter Trap
North Entry #2Secret Trapped and Locked Simple Wooden Door (common lock)
Ⓢ   The door is concealed by an illusion
Ⓣ   Blinding Gas Trap
West EntryArchway
East EntryWooden Portcullis
South Entry #1Secret Locked Strong Wooden Door (wizard lock)
Ⓢ   A bookcase and concealed door pivots smoothly
South Entry #2Wooden Portcullis (stuck)
Room FeaturesSomeone has scrawled "emerald, iron, golden, black, golden, jade" in draconic script on the north wall, A pile of trash lies in the north-east corner of the room
Monster2 x NPC and 7 x Henchmen

Graffolk Mythey: Male Half-elf, 1st-level Fighter, CG. Graffolk is thin, with braided blonde hair and green eyes. He wears scale mail and wields a short sword. Graffolk suffers an acute fear of spiders.
Beorhtio: Male Human, 1st-level Thief, NG. Beorhtio has matted brown hair and green eyes, and large ears. He wears leather armor and wields a broad sword and dagger. Beorhtio suffers a severe allergy to horses.

Treasure: Silver ring set with gems (5000 gp); Shield +2 (5000 gp); hoard total 10000 gp
Room #8
West EntryUnlocked Good Wooden Door
East EntryArchway
South Entry #1Stuck Good Wooden Door
South Entry #2Archway
→   Leads to room #18, inhabited by 5 x Dwarf
South Entry #3Archway
Room FeaturesA balcony hangs from the north wall, A pile of shattered weapons lies in the north-east corner of the room
Room #9
South EntryLocked Stone Door (good lock, -10% to open)
Room FeaturesA stone stair ascends towards the south wall, A large kiln and coal bin sit in the north-west corner of the room
Room #10
North EntryUnlocked Stone Door
→   Leads to room #1
West EntryLocked Good Wooden Door (common lock)
East EntryArchway
→   Leads to room #2
Room FeaturesSeveral square holes are cut into the ceiling and floor, A large kiln and coal bin sit in the north side of the room
TrapPoison Arrow Trap (1d6 damage plus poison; onset 1d4 rounds, save or die)
Room #11
North Entry #1Stuck Strong Wooden Door
North Entry #2Unlocked Strong Wooden Door
West EntryArchway
→   Leads to room #20
Room FeaturesA tapestry of arcane patterns hangs from the south wall, An unidentifiable odor fills the west side of the room
Room #12
North EntryStuck Strong Wooden Door
West EntryStuck Stone Door (slides to one side)
East Entry #1Archway
East Entry #2Secret Unlocked Good Wooden Door (slides down)
Ⓢ   The door is concealed behind an area of slime
Room FeaturesA wooden platform hangs over a deep pit in the south-east corner of the room, A pile of broken arrows lies in the north-east corner of the room
Room #13
East Entry #1Stuck Strong Wooden Door
East Entry #2Secret Stuck Iron Door
Ⓢ   The door is located several feet above the floor and concealed behind a tapestry of ancient mythology
South Entry #1Stuck Good Wooden Door
South Entry #2Trapped and Locked Strong Wooden Door (superior lock, -20% to open)
Ⓣ   Pendulum Trap (5d6 damage)
South Entry #3Locked Good Wooden Door (superior lock, -20% to open)
Room FeaturesA sloped pit lined with iron spikes lies in the north side of the room, A pile of rotting wood lies in the north side of the room
TrapPoison Arrow Trap (1d6 damage plus poison; onset immediate, save or 10 damage)
Room #14
East EntryStuck Stone Door
Room FeaturesThe ceiling is covered with crystalline stalactites, Several pieces of blood-soaked clothing are scattered throughout the room
Room #15
North EntryUnlocked Strong Wooden Door
West Entry #1Secret Locked Good Wooden Door (common lock)
Ⓢ   The door is located near the ceiling and concealed by an illusion
West Entry #2Archway
South Entry #1Secret Locked Simple Wooden Door (common lock)
Ⓢ   The door is located near the ceiling and concealed behind a pile of broken stone
South Entry #2Secret Locked Stone Door (good lock, -10% to open)
Ⓢ   The door is located several feet above the floor and designed to make noise when opened
Room FeaturesPart of the ceiling has collapsed into the room, A wooden ladder rests against the north wall
Room #16
West EntryStuck Good Wooden Door
East EntryUnlocked Strong Wooden Door
Room FeaturesSomeone has scrawled a drawing of a door on the east wall, An overwhelming stench fills the north-west corner of the room
TrapTeleporter Trap
Room #17
West EntryStuck Strong Wooden Door
Room FeaturesThe floor is covered in square tiles, alternating white and black, Several pieces of blood-soaked clothing are scattered throughout the room
Hidden TreasureInvisible Locked Simple Wooden Chest (superior lock)

250 gp; hoard total 250 gp
Room #18
North EntryArchway
→   Leads to room #8
West EntryLocked Simple Wooden Door (common lock)
Room FeaturesA wooden platform hangs over a deep pit in the west side of the room, The floor is covered with dead insects
Monster5 x Dwarf

Treasure: 1000 cp; hoard total 5 gp
Room #19
West EntryStuck Stone Door
South EntryWooden Portcullis
Room FeaturesPart of the east wall has collapsed into the room, The sound of chimes fills the room
TrapPoison Gas Trap (onset 1d4 rounds, save or 60 damage)
Room #20
East EntryArchway
→   Leads to room #11
Room FeaturesLaughter can be faintly heard near the west wall, Several pieces of trash are scattered throughout the room

domingo, 15 de fevereiro de 2015

AD&D - Campanha das 7 forças mísitcas - Primeira aventura

Forgothem Realms


Dia 6 de Elasias - Faerûn - 30 dias de viagem de Shadowdale.

Um festival em um pequeno templo de Mystra, no morro conhecido localmente como, morro da magia. Este templo tem uma única saída para uma estrada que o liga a um pequeno vilarejo que fora um entreposto que cresceu um pouquinho, este vilarejo, que nem nos mapas está, é chamado de quintal de Mystra por seus habitantes, por estar conectado ao tempo por uma estrada.

A cidade e o templo não são tão pertos assim, como se faz entender, 3 horas de viagem em uma estrada bastante íngreme é necessário para ir de um ao outro.

No dia do festival, como todo ano, comerciantes de outras partes e os cidadãos do Quintal de Mystra sobem pela estrada. São 2 dias de festa. Depois todos descem e a vida continua por mais um ano. 6 de Elasias nem está no calendário de Mystra, é mais um costume local, o motivo da comemoração já está a muito esquecido.

Mas neste ano a cidade foi atacada por um exército de 200 goblins liderados por 10 humanos, soube-se mais tarde que um deles era um mago. Por que um exército tão grande saqueou uma cidade que nem lhe renderia refeições necessárias para o saque era um mistério. Depois revelou-se uma distração. O ataque principal era no templo. Um item que ninguém deveria saber que existe foi roubado. O saque à cidade resultou em 4 crianças raptadas.

Um grupo inusitado de aventureiros uniu-se em meio essas misteriosas circunstâncias.
Naar, um jovem berserker;
Elbor, um ranger humano;
Brottor Ungart Brotoorson - Um guerreiro anão
Thomas - Um Halfling ladrão.
Hogganda, Um ilusionista humano.
cccc, um mago clérigo de Mystra meio elfo.
 

O grupo matou os humanos, debandou os goblins e resgatou as crianças, agora partem em busca do item misterioso, o qual nem sabem qual é.

AD&D Returns


Após um longo inverno, tipo aqueles de Game of Thrones, o blog, o grupo e o AD&D voltam ao funcionamento.

Formação atual;

Mestre: (sempre né)

Rogério(eu)

Jogando:
Giovanni
Leonardo
System
Emerson
Tobias
Vinicius


Leia se tiver coragem

Leia se tiver coragem

Hospedado na Molvânia

Hospedado na Molvânia

Volte sempre

Volte sempre