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Ramesh Vram. Friend's Sexy Wife 'Divya' 's Navel.. Populares em Arts. Tafadzwa Hanyani. Balkrishna Pangeni. Runor och namn. Hyllningsskrift till Lena Peterson den 27 januari Uppsala: Universite- tet. Samnordisk runtextdatabas. Med kommentarer utg.

Lund: Gleerup. Skrifter utg. Konsthistoriskt inventarium. Handskriften B 99 i Kungliga biblioteket. Latinsk text utg. Visby: Lands- arkivet i Visby. Stockholm: Riddarhusdirektionen. The inscription, discovered in , reads olli and must rep- resent a form of the Old Swedish name Olle, a hypocorism of the common name Olof with variants.

This name has not previously been attested in runes. In the runic corpus there are, however, four instances of a name which have been construed as representa- tions of the Old Swedish Ole, a hypocorism of the same name, but formed at an earlier stage in its history. Three of these nom. The remaining example acc. In other medieval sources, Old Swedish Ole is quite rare and — with one possible ex- ception — it is not represented until after the middle of the 15th century, whereas Olle is more common and is attested as early as the end of the 13th.

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You should upgrade or use an alternative browser. Thread starter darjr Start date Jul 8, The DDAL team is looking for short words or less submissions of a Tier 4 level adventure encounters set in the Forgotten Realms.

Who here wants to write or has written tier 4 content? Morrus Well, that was fun Staff member. I have, and I also have a Kickstarter right now with T4 content and above! Fenris Small God of the Dozens. I also love the idea in this thread of the characters working to restore hope to Barovia, so I'm including that in my campaign. In my mind, the characters will be able to escape Barovia once they've loosened the hold of the 'dark powers' by combating the pervasive dread in Barovia, culminated by slaying Strahd himself.

The dark powers weaken, the misty borders of the land become permeable, and the character make good their escape. I figure the powers brought the characters into Barovia like they have with so many others to foster new hope for Strahd to destroy, thus encouraging the cycle of dread and despair. Strahd, for his part, is trying to escape Barovia by finding a new penultimate plaything for the dark powers.

All in all, not too different from the adventure as written, but it all fits together nicely in my head. I'm cutting out the Amber Temple and the pass, as well as the dusk elves. Don't need none of that. It's extraneous to the story, in my opinion, and I don't need a dungeon crawl. The characters will have enough trouble with Strahd and the other areas of Barovia. One big thing I've done is to design a whole new set of encounters in Berez, centered around the church.

I like the idea of each community in Barovia having a sacred space that is tainted and which the characters can ultimately redeem. For me, the whole Tatyana story works better if the 'tragedy' is repeated again and again and again. So for Berez, rather than Marina killed by her own people, I decided to reverse it and have her commit suicide.

Lazlo and Grigor know that Strahd has designs on Marina, but instead of killing her they and the people of Berez decide to defy Strahd. They try to reason with him, which fails, and so they prepare to fight him. Grigor does some special priestly voodoo and hallows the church to heck and back, and everybody gets ready to throw down with the Devil Strahd.

Marina knows that this effort is futile, and will only see her family and friends get killed, and so she flings herself into the Luna river. Strahd, however, is royally pissed, not only because 'Tatyana' has once again drowned herself in a river to escape him, but also because the folk of Berez has defied him so blatantly.

He's also upset about Grigor's thing with the church, so he floods the town, kills every mother's son, and leaves it as a ruined wasteland to remind folk in Barovia what's what.

Now, Baba Lysaga hate the name, changed it doesn't want that sacred space in Berez coming back, so she moves into the marsh to keep a lid on it, which she does by going down into Luna Lake, finding the body of Marina, cutting out her heart, and using witchy magics to further desecrate the church.

This is a secret she keeps from Strahd because, of course, the method might piss him off a bit. So Marina's "Heavy Heart" is placed on the altar of the church, and it causes the structure to sink preternaturally deep into the mire of Berez, and at a bit of a jaunty angle, too. Only the bell tower is protruding drunkenly from the surface of the marsh. The characters can access the church through the bell tower, and then have to make their way down into it, going through an attic, then a second story loft, and finally the main floor, which is filled with water.

Because of the angle, the water gets 1 foot deeper for every ten feet, making it 10' deep at the far end of the ' long nave. The Heavy Heart is protected by a Drowned Maiden, the cursed spirit of Marina, and Drowners zombies that grab you and try to drown you created from the people of Berez who took shelter in the church and died in the flood.

Marina's goal is to get someone to take her heart off of the altar, but because the altar is submerged in brackish water in a pitch black church buried 40 feet in a bog, her efforts seem a whole lot like she's trying to drown you.

And let's be honest, she kinda is. In the loft is a Caller in Darkness, formed from the masses of people who died in the church, as well as a few Necrolytes, born from some pregnant women who were among those slain.

A few shadows haunt the attic, and a trio of Will-o-Wisps hang around the church, trying to entice folks to go down into it and die horrible, harrowing deaths. Rounding out this horrendous house of worship is the Heavy Heart itself, which exudes an aura of fatalistic despair that gets stronger the closer one gets to the heart. Mechanically, this requires Charisma saves of increasing DC, which when failed cause Exhaustion and a roll on the madness table.

All in all, it's probably too stiff of an encounter, but it all goes kaflooey once the heart is off the altar. The church rises out of the mire, all exhaustion levels go away, the Drowned Maiden is put to rest, the water drains out, and true rays of sunlight bathe the church, killing any other surviving bad guys save for the wisps, who book it for greener pastures. The characters now have a hallowed church that is bathed in true sunlight during the day, and the Heavy Heart, which is a sweet new magic item that can cast a bunch of useful spells.

The wisps will try to draw the PCs to the church. Lazlo's ghost will give the PCs the whole story and drive them to the church. Baba Lysaga will also 'drive' the PCs to the church if they encounter her flying in her skull, tossing scary spells, PCs chased by the walking house, etc. She'll leave them be if they enter the church, figuring that they'll die in there. Once the church is dealt with, the PCs have a place to rest up, and a handy base from which to take the fight to Baba.

The Heavy Heart is subsequently useful not merely for its cool magic powers, but also for the story. The heart is a strong weapon against Strahd, because it can be used to make him behave irrationally. Once he knows its source and nature, he will want it, and it'll make him angry that the PCs have it. The Heavy Heart is also something that the Abbot would definitely want to get his hands on for his flesh golem. That's enough for now. I expect that my players will find their way into Berez in our next session, so we'll see how this goes!

Dax Doomslayer Adventurer. My group is heading to Krezk and just learned about Berez from the Martikovs at the winery. I'm sure they'll be heading there soon. I may have to steal some of this! Now I've just got to figure out how to handle moving through progressively deeper water and learn all the swimming and drowning rules. Please come back and update this thread as to how it goes with your group! My group played last night, but the characters did not make it to the Church in Berez.

They got into it with Baba Lysaga, and that ate up the whole session. While the characters were traveling back to the Winery from their fight with the Druids on Yester Hill, Strahd went ahead of them and charmed two of the Martikovs, Davian and his youngest grandchild. Strahd composed a letter to the PCs and put it into a package along with ep, one of which was enchanted with Nystul's Magic Aura to detect as divination magic.

He had Davian place the package into the kitchen cupboard and come back, at which point he erased Davian's memory of the encounter. Strahd charmed Davian's granddaughter Yolanda, who I put at 5 years old , instructing her to collect hair from one of the characters and a button from the clothing of another.

Davian had sent his sons to Krezk with a shipment of wine, and they were expected to be bringing back a sheep with which to make a modest feast for the characters. In the meantime, Davian offered to have his daughter and grandchildren wash the characters clothes and clean their armor. Not wishing to refuse such hospitality the characters agreed. Yolanda used this opportunity to pilfer her button DC 10 Perception check to notice it missing, and the character failed.

During dinner, Yolanda crawled into one of the character's laps, precipitating a discussion about children, personal history, etc. Yolanda pulled the character's hair and ran away laughing. The characters, not yet being insanely paranoid, let the incident pass with a laugh at the precociousness of children.



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