arrow_back   GL0 A Dark and Stormy Night
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February 7th, 2025, 4:00AM UTC

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Archived in Table History

Level

1

Players

3 - 6

computer VTT: Roll20
3 hours $15 5XP
CavemanDave
close

Time Zone

PST

Location

Los Angeles

Discord

la_ravager#0

Dan
GM, Player 1 year 152 tables played 131 hosted 24 tutorials ran

Style

Focused on Fun and entertaining.

Experience

Experienced

Sportbike rider from Los Angeles. Love the canyons and track days. Gamer since the Atari 2600.

Experienced

#Exploration
#Investigation
#Mystery

Making your way to the Worldteeth Mountains at the northern fringe of the Moonstone Empire, you find a wild land full of untamed people seeking their fortunes in the Glimmering Gap. Can you make your mark on the place and show the world what kind of a hero you are? This adventure is a prelude to the Glimmering Main plots and a perfect place to start your adventures.

Created by Stephen Radney-MacFarland

Players (5/6)

Alt_Patrick
Alt_Patrick
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Time Zone

EST

Location

Somewhere near America’s Capital

Discord

Patrick , the Mobile Monkey#0201

Patrick Kcirtap
he/him GM, Player 2 years 118 tables played 40 hosted 0 tutorials ran

Style

Beginner-friendly, fair but firm, old-skool dangerous. ‘They’re more guidelines than rules’

Experience

Very Experienced

Rolled my first D20 in 1979. Never really stopped. Played through the Satanic Panic, the Lorraine Williams Years, the 3e Renaissance, the Great Legal Blunder of ‘07, the 5e Renaissance, yadda yadda yadda
survived
visibility Sheet
EQUIPPED TREASURE
close
# 1916
Hero of Riverwynd
Quantity: 1
By defeating or at least driving off the feared Wizard’s Retinue bandit band, you have become a hero to the town of Riverwynd. While in that town, you are always recognized as a hero and never have to pay for reasonable food, drink, and lodging. You gain a +1 bonus on all CHA-based skill checks made against its inhabitants. However, remember that mistreatment of this boon may temporarily revoke these benefits at the GM’s discretion.
Mark of the Bethniru
Quantity: 1
You have been marked with a small arrowhead tattoo with a Gebli glyph at the top, meaning friend. This tattoo marks you as a friend of the Bethniru goblin tribe of the Worldteeth Mountains. If shown this mark, the Bethniru will grant you aid, shelter, and food within reason.
Order of the Moon Invitation
Quantity: 1
Upon service rendered to the Order of the Moon, Commander Regnar Scweb of the Borgahild Chapterhouse invited you to become an esquire of the Order. This Imperial order of knights is best known for their delivery of packages and letters throughout the Empire and even to some points beyond. If you accept this invitation, you must follow the principles of the Order. You must protect and safely deliver messages. You must aid the innocent and the needy. And you can speak no lies. As a member of the Order, you are given a tunic with the order's sigil and your rank. You also gain food and lodging at any Imperial order chapterhouse, and the Order provides protection and legal advocacy when necessary.
Potion of Healing
Quantity: 1
You regain 2d4 + 2 Hit Points when you drink this potion. Drinking the potion requires a bonus action, while feeding this potion to another requires an action.
Bracers of Archery
Quantity: 1
While wearing these bracers, you have proficiency with longbows and shortbows, and you gain a +2 bonus to ranged attack rolls and damage rolls made with such weapons.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
Pipes of Haunting
Quantity: 1
You must be proficient with some wind instrument to both attune yourself to and use these pipes, and they can be used as a bardic spellcasting implement. The pipes have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 6 squares of you that hears you play must succeed a DC 15 WIS save or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed the save. A creature that fails the save can repeat it at the end of its turns, ending the effect on itself on a success. A creature that succeeds its save against these pipes is immune to its effect for 24 hours. The pipe regains any used charges when you finish a long rest.
Baldegl666
Baldegl666
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Time Zone

PST

Location

Portland

Discord

Baldegl666#8784

Chris Durand
he/him Admin, GM, Player 2 years 150 tables played 548 hosted 449 tutorials ran

Style

Patient, adaptable, the Player's "Forever GM"!!

Experience

Very Experienced

Lifelong gamer of all the gaming realms from Atari and TRS80 days to the modern era, Started with Dungeons and Dragons 2E, although I had an original boxed set. Created several campaign worlds for IRL TTRPG games like DnD. Service industry management professional. Avid sports fan and fantasy sports player. Head banging, rhythm and bluesing, funky disco rock and roller!
survived
visibility Sheet
EQUIPPED TREASURE
close
# 1290
Hero of Riverwynd
Quantity: 1
By defeating or at least driving off the feared Wizard’s Retinue bandit band, you have become a hero to the town of Riverwynd. While in that town, you are always recognized as a hero and never have to pay for reasonable food, drink, and lodging. You gain a +1 bonus on all CHA-based skill checks made against its inhabitants. However, remember that mistreatment of this boon may temporarily revoke these benefits at the GM’s discretion.
Mark of the Bethniru
Quantity: 1
You have been marked with a small arrowhead tattoo with a Gebli glyph at the top, meaning friend. This tattoo marks you as a friend of the Bethniru goblin tribe of the Worldteeth Mountains. If shown this mark, the Bethniru will grant you aid, shelter, and food within reason.
Order of the Moon Invitation
Quantity: 1
Upon service rendered to the Order of the Moon, Commander Regnar Scweb of the Borgahild Chapterhouse invited you to become an esquire of the Order. This Imperial order of knights is best known for their delivery of packages and letters throughout the Empire and even to some points beyond. If you accept this invitation, you must follow the principles of the Order. You must protect and safely deliver messages. You must aid the innocent and the needy. And you can speak no lies. As a member of the Order, you are given a tunic with the order's sigil and your rank. You also gain food and lodging at any Imperial order chapterhouse, and the Order provides protection and legal advocacy when necessary.
Potion of Healing
Quantity: 3
You regain 2d4 + 2 Hit Points when you drink this potion. Drinking the potion requires a bonus action, while feeding this potion to another requires an action.
Potion of Rejuvenation
Quantity: 1
After drinking this potion, you regain 1 LF.
Boots of Elvenkind
Quantity: 1
While wearing these boots, your steps make no sound, regardless of the type of terrain you are traversing. You also have advantage on Stealth checks that rely on moving silently.
Bracers of Archery
Quantity: 1
While wearing these bracers, you have proficiency with longbows and shortbows, and you gain a +2 bonus to ranged attack rolls and damage rolls made with such weapons.
Rope of Climbing
Quantity: 1
This 12-square-long length of silk rope can hold up to 3,000 lbs. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 2 squares on the turn when you first command it and 2 squares on each of your turns until reaching its destination, up to its maximum length away, or you tell it to stop. You can also command the rope to fasten itself securely to an object or unfasten itself, to know or unknot itself, or to coil itself for carrying (all as bonus actions). If you command the rope to knot (a bonus action), large knots appear at 1-foot intervals along the rope. While knotted this way, the rope shortens to 10 squares in length and grants advantage to checks made to climb it. The rope has AC 20 and 20 HP. It regains 1 HP every five minutes if it has at least 1 HP. If the rope drops to 0 HP, it is destroyed.
Lord DreadRaver(GM David)
Lord DreadRaver(GM David)
close

Time Zone

EST

Discord

DM David C#0903

GM David
he/him GM 2 years 122 tables played 254 hosted 17 tutorials ran

Style

Old Grognard

Experience

Very Experienced

Old Grognard, meaning that I have seen many campaigns and systems in my time but I am not a curmudgeon! I love delving into dangerous dungeons almost as much as I love building and running them! Dedicated to supporting and encouraging people new to the hobby. We should all be here to have fun!
survived
visibility Sheet
EQUIPPED TREASURE
close
# 1017
# 1040
# 1211
Hero of Riverwynd
Quantity: 1
By defeating or at least driving off the feared Wizard’s Retinue bandit band, you have become a hero to the town of Riverwynd. While in that town, you are always recognized as a hero and never have to pay for reasonable food, drink, and lodging. You gain a +1 bonus on all CHA-based skill checks made against its inhabitants. However, remember that mistreatment of this boon may temporarily revoke these benefits at the GM’s discretion.
Mark of the Bethniru
Quantity: 1
You have been marked with a small arrowhead tattoo with a Gebli glyph at the top, meaning friend. This tattoo marks you as a friend of the Bethniru goblin tribe of the Worldteeth Mountains. If shown this mark, the Bethniru will grant you aid, shelter, and food within reason.
Order of the Moon Invitation
Quantity: 1
Upon service rendered to the Order of the Moon, Commander Regnar Scweb of the Borgahild Chapterhouse invited you to become an esquire of the Order. This Imperial order of knights is best known for their delivery of packages and letters throughout the Empire and even to some points beyond. If you accept this invitation, you must follow the principles of the Order. You must protect and safely deliver messages. You must aid the innocent and the needy. And you can speak no lies. As a member of the Order, you are given a tunic with the order's sigil and your rank. You also gain food and lodging at any Imperial order chapterhouse, and the Order provides protection and legal advocacy when necessary.
+1 Shield
Quantity: 1
While wielding this shield, you have a +1 bonus to AC and attack rolls and damage done by the shield.
Cloak of Protection
Quantity: 1
While you wear this cloak, you gain a +1 bonus to AC and saves.
+1 Padded Armor
Quantity: 1
This finely crafted padded armor grants you a +1 bonus to AC.
TKXceL
TKXceL
close

Time Zone

EST

Discord

nlc.xcel#0

TKXceL
he/him Player 11 months 15 tables played
survived
visibility Sheet
EQUIPPED TREASURE
close
Cloak of Elvenkind
Quantity: 1
While wearing this cloak with its hood up, perception checks made to see you have disadvantage, and you have advantage on Stealth checks made to hide. Pulling the hood up or down is a Bonus action.
Goggles of Night
Quantity: 1
While wearing these goggles, you possess darkvision 12 squares. If you already have darkvision, it extends the range of that darkvision by 12 squares.
Masterwork Leather Armor
Quantity: 1
Once per day, this armor can be activated as a reaction when you are hit by an attack. When activated, you gain a +1 bonus to Armor Class against the triggering attack, which can negate that hit.
courtney2619
courtney2619
close

Time Zone

EST

Discord

gwen32619#0

Courtney
Player 10 months 29 tables played
Mid 30s. Mom of 3. Special needs mom. Spider-Man fan. DnD fan. Looking for friends to play with.
survived
visibility Sheet
EQUIPPED TREASURE
close
Scroll of Cure Wounds
Quantity: 1
This scroll bears the words of the 1st Mastery spell listed, written in a mystical cipher. You can read the scroll and cast the spell without needing a spellcasting implement, and can cast it normally or as its sacrifice effect. The dc of the spell is 13, and any attack roll made with the spell uses a +5. If the spell is progressive, you cast it at its base level. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Scroll of Guidance
Quantity: 1
This scroll bears the words of the minor spell listed, written in a mystical cipher. You can read the scroll and cast the spell without needing a spellcasting implement, and can cast it normally or as its sacrifice effect. The dc of the spell is 13, and any attack roll made with the spell uses a +5. If the spell is progressive, you cast it at its base level. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Scroll of Guiding Bolt
Quantity: 1
This scroll bears the words of the 1st Mastery spell listed, written in a mystical cipher. You can read the scroll and cast the spell without needing a spellcasting implement, and can cast it normally or as its sacrifice effect. The dc of the spell is 13, and any attack roll made with the spell uses a +5. If the spell is progressive, you cast it at its base level. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
Masterwork Longsword
Quantity: 1
Once per day, you may use a reaction when making an attack with this weapon to activate it, granting the trigger attack a +1 bonus to attack and damage rolls.
Masterwork Handaxe
Quantity: 1
Once per day, you may use a reaction when making an attack with this weapon to activate it, granting the trigger attack a +1 bonus to attack and damage rolls.
Masterwork Net
Quantity: 1
Once per day, you may use a reaction when making an attack with this weapon to activate it, granting the trigger attack a +1 bonus to attack and damage rolls.
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