9 Matching Annotations
  1. Last 7 days
    1. use the quicksand rules

      Quicksand A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook).

      A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.

  2. Apr 2026
    1. Voices of Netheril

      PLAYER INFO: As the P Team and the two Bedine walk along the dunes, a cold wind howls across the desert. The shrieks of the wind soon turn to cries of anguish, as if coming from tortured souls. In a hushed and fearful tone Shamir says to you "We of the Bedine nomads believe that these are the voices on the wind are of evil wizards who are enduring an eternity of punishment for defying the gods and dooming the land to ruin. To the Bedine, this wind is an ill omen." He shakes his head and backs away.

    1. Endings

      When the PC's return to the hall at the end of the session the man in the pitchur has changed to be a portrate of Gustav Durst.

      PLAYER INFO: As you leave the mansion you take one last look back at the great hall. You notice that the portrate has changed. It is another brooding, malevolent man, Gustav Durst, the owner of the house in days long past.

    2. 2. Main Hall

      PC INFO: 1 You notice in the wall, behind the grand stair case a gold framed painting that dominates the hall. It is a full length portrate of a pale man with brooding features and a mocking smile, He is dressed all in black except with a red waistcoat, he holds a gold goblet nonchalontly in his right hand. His red eyes stare out at you, seeming to follow your every move.

      DM INFO: 2 When the PCs return to the main hall at the end of the story, the figure in the painting is gone, replaced by a less inspireing but still malevolent man. This is Gustove Durst, - See endings

    1. the characters are following the road on foot, the party member who has the highest passive Wisdom (Perception) score notices something:

      PC INFO: You catch that sent, cloying, sweet, death. you move to find its source, As you literally follow your nose you see in the distance, shrouded in mist a man, mounted on a very large and powerfully built black horse. A man in hunters garb stands be side him. The mounted man pats the hunter on the head, reminisent of how you would pat a dog. He turns to your party and with a smile on his face, bows and sweeps his hand across his body in a gesture of welcome, then turns his horse and disappears into the mists as though he became the very mist itself.

      The foul scent leads you to the spot where the mounted man had been. A human corpse half-buried in the underbrush about fifteen feet from the road. The young man appears to be a commoner. His muddy clothes are torn and raked with claw marks. Crows have been at the body, which is surrounded by the paw prints. The man has obviously been dead for several days. He holds a crumpled envelope in one hand.

    2. Black pools of water stand like dark mirrors in and around the muddy roadway. Giant trees loom on both sides of the road, their branches clawing at the mist.

      PC INFO: suddenly the forest ends. you step out onto a muddy road way. Black pools of water stand like dark mirrors in the road surface. Giant trees and thick inpenertrable undergrowth can just be made out through the fog on the opposite side of the road, their branches clawing at the mist. In the mud you see the inprint of a human foot heading to the left. To the right you can see nothing but thick fog. To the left, the way seems a little clearer.

      You turn to the left and follow the road for about five hours.read Gates of Barovia (below)

    1. Welcome to Barovia Strahd is using the werewolves to lure adventurers to his domain. Characters can follow the werewolves’ tracks into the Misty Forest. After hours of fruitless searching, the characters are engulfed by thick fog:

      Use this and the entry point. the PCs have each been called by their gods toa place to start the adventure.

      PLAYER INFO: (1) On the appointed day at the appointed hour you meet with your four fellows at the small road side shrine on the Trade Way half way between The Way Inn and Dragonspear Castle just were the the Misty Forest comes closest to the road. This is a place where the mists sometimes come out to envelope the road. A falorn place where travelers do not linger lest they fall victim to the mists and what lurks within them. Each of you has answered the call from you god to deal with a ancient evil at is controlling the land of Barovia. This is the lord of Barovia Strahd von Zarovich. He rules a place that only the bravest dare enter and from which no one returns.

      A wolf howls in the Misty Forest and yellow eyes stare out of the darkness at you

      PLAYER INFO: (2) modified text block As you walk towards the glowing eyes, they withdraw, deeper into the wood and as you step in under the canopy of trees the woods darken as the trees seem to begin to close ranks, their needle-covered arms interlocking to blot out the sun. As you go deeper, following the tracks of a huge wolf, the tracks become a pair and then morph into human foor prints. The shroud of mist that covers the ground turns into creeping walls of gray fog that silently envelops you until you can’t see more than a few feet in any direction. Soon, even the werewolf tracks disappear.

  3. Feb 2022