Tuesday, December 27, 2005

Game Sunday 1/1/06

The next game will be on new years day 1/1/06 at 5:30pm. Hope to see everyone there. Feel free to bring a friend.

Sunday, December 18, 2005

Riddle on the door of Bethus' tomb

It was in heaven pronounced and muttered in hell.  An echo caught faintly the sound as it fell.  On the confines of earth it was permitted to rest.  And the depths of the ocean its presence confessed.  It will be found in the sphere when its riven asunder.  Be seen in the lightning and heard in the thunder.  It was allotted to man with his earliest breath.  Attends him at birth and awaits him in death Presides over his happiness honor and health. Is the prop of his house and the end of his wealth. In the heaps of the miser its hoarded with care. But is sure to be lost on the prodigal heir. It begins every hope every wish it must bound. With the husbandman toils and with monarchs is crowned. Without it the soldier the seamen may roam. But woe to the wretch who expels it from home. In the whispers of conscience its voice will be found. Nor even in the whirlwind of passion be drowned. It will not soften the heart but though deaf be the ear. It will make it acutely and instantly hear. Yet in shade let it rest like a delicate flower. Ah… breathe on it softly it dies in an hour.

Friday, December 16, 2005

An Abbreviated Timeline

-10000 D.R.* Corellon curses Ilythiiri and his followers who retreat into the under dark and become the drow.

-7790 D.R. The flight of dragons. The orb lords with the patronage of Tiamat lead a great host of dragons that decimates vast areas of the realms. Many cities fall and are plundered.

-5009 D.R. Thayonestia is founded by the Cult of Blood fleeing persecution in the land of Aglarond.

-4907 D.R. Vecna with the help of Kas, the general of the Cult of Bloods army, seizes control of Thayonestia.

-4901 D.R. The armies of Thayonestia begin to plunder and subjugate the surrounding city states.

-4875 D.R. The now nation of Thay reaches the zenith of its power after twenty five years of bloody conquest.

-4872 D.R. The Thayonestia campaign. You are here.

-4870 D.R. Vecna and Kas are slain under mysterious circumstances. Thay falls into chaos as arch wizards vie for power. Ultimately after much purging of the ranks Thay falls into the control of the eight arch mages of the eight schools of magic.

-3533 D.R. The Netheril discover the Nether scrolls.

-339 D.R. The fall of Netheril and the death of Mystral. Mystral is reborn as Mystra who alters the weave to prevent the Netheril magic from functioning.

1372 D.R. Present Day. The year of Wild Magic and the resurgence of the old magics. The Waterdeep campaign takes place in this year.

*D.R. Dale Reckoning. It is the most widely used calendar in the realms.

Wednesday, December 14, 2005

Next game Sunday 12/18

We will play this Sunday 12/18 at 5:30pm. We need one more player so feel free to bring a friend.

Sunday, December 11, 2005

Waterdeep Campaign

The Waterdeep Campaign for characters levels 17 through 22 will begin soon. You need to make me a copy of your character and submit it to me a.s.a.p. Characters must be evil or an alignment that will tolerate evil deeds.

A dark ocean of the walking dead spreads in its wake death and destruction. The ancient Vas lord of Necromancy has risen again after 15,000 years. His bones have lain dormant in a vast necropolis of twisted towers and ziggurats burred beneath the bleak sands of the Anauroch. Forgotten magic’s of incredible potency wreak havoc on the weave and all within the spreading of the eternal night. Will Toril become a nightmare world of unspeakable horrors? Time will tell...

Wednesday, December 07, 2005

Tuesday, November 29, 2005

Game Sunday

Our game will return to the standard time of 5:30pm this Sunday 12/4. I hope everyone can attend.

Sunday, November 13, 2005

Game today

Sorry for the late notification. We are playing today at 5:00pm. I hope everyone can make it today.

Friday, November 04, 2005

Game this Sunday

We are playing this Sunday 11/6 at 4:00pm. Hope to see everyone here.

Friday, October 28, 2005

City of the Spider Queen

Not being a big fan of store bought modules, as you know, I still felt compelled to purchase City of the Spider Queen by James Wyatt. It was expensive but it is very well written and is going to be a sweet module. Just thought I would let everyone know in case someone was planning on purchasing it for another game. You still can obviously but it will spoil your fun if read.

P.S. Why hasn't anyone posted on the forums?????

Thursday, October 27, 2005

Official Campaign Forums

http://youdidnttouchth.free-forums.org/youdidnttouchth.html

I will still use this blog for news and updates and the forums will provide a place for discussion. Please visit the new forums and let me know what you think.

Red Dragon

Horns eyes scales red,
mounds of gold, piles of the dead.
Forests burned, kingdoms crumbled,
sword shield mail jumbled.
Breath is death, heart is cold,
malevolent wicked sinister bold.

     -Juth the Bard of Deepingdale BDR 2265
Written about the great worm Umortameaniedies.

Wednesday, October 26, 2005

We need one more player

If you know anyone that is intelligent and wants to play bring them next game day.

If you read this leave a comment. I want to see who is reading the blog. A blogspot account is no longer necessary to leave comments.

Tuesday, October 25, 2005

Game On Sunday 10/30

The game will take a startling turn towards the macabre as we draw nigh the sabbath of all hollows eve. I hope to see everyone here at 6:00pm.

Sunday, October 23, 2005

The Tears of Sarilia

A commotion fills the staircase resembling several large animals stampeding. Marsemble looked up from his study of the glowing blue sapphire that lies atop a small golden tripod amidst a jumble of scrolls and ancient tomes just in time to see a large white long haired cat charge past him and leap up on the book case next to the window. Only a moment behind the cat is his granddaughter. Her long blond hair frames a beautiful little face and spills onto a pink and yellow flowered dress. She stops dead in her tracks at the look from Marsemble as she knows better than to disturb him at his studies. Her trepidation lasts but a second and she blurts out, “What is that Poppy?” pointing at the glowing gem resting in a golden holder on his work desk. Marsemble smiles and motions for her to sit in his lap and she does so with glee. “They have many names, almost as many as there are peoples of Toril. Here they are known as gems of power. The dwarves call them Gronduka which means power stone. My favorite, I think, is what the elves call them; Touun Du Sarilia, the tears of Sarilia.” Ever inquisitive, Sunda asks, “Why are they called that and who is Sarilia?” Marsemble replies as he pats her thigh, “Sarilia was once the most powerful sorceress alive and quite possibly the most powerful that there ever was. She lived in a far off land called Thusk where she ruled from an alabaster palace. It is said that her people worshiped her as a god. As her power and the adoration of her people grew so grew the jealousy of the true goddess of magic, Mistra. Sarilia’s husband, Helm, was a powerful warrior and the general of the armies of Thusk. Mistra visited with Helm and promised to make him a god if he left Sarilia forever. Helm, though he loved Sarilia, was unable to decline such power and succumbed to Mistras desires. When Sarilia learned the truth it is said that she climbed to the tallest tower of the alabaster castle and began to cry. Her tears fell as glowing gemstones of all kinds. They fell from the tower like multi colored shooting stars and were scattered across the world. When the dawn came the servants went looking for Sarilia but she was gone. In the years to come Sarilia’s name fell into legend and she was never heard from again. To this day on certain nights it is said that her sobs can be heard coming from a certain tower in a certain castle in the lands of Thusk.”

The Cult of Blood

In the long history of the Realms gods have come and gone. Tied inextricably to their worshipers they sometimes fade when a cataclysm or the like claims the true source of their power. In fighting and eternal feuds sometime pit one against the other and in the end one is slain. Some say that the gods can never truly be slain and that they merely slumber, waiting for the time to rise again wearing a new mantle. Whatever the case no mortal can know the truth. In the distant past many vile peoples gathered around a particularly evil god known as Kurlorne. The rites and ceremonies of Kurlorne always ended in blood, suffering and sacrifice. In his temples skulls lined the walls and the furniture was all bones. Grim edifices comprised of the offerings to the Blood god. It is said that the priests of the blood god were so prolific in their consumption of sacrificial offerings that the blood ran like rivers from their temples. Far from pleased with the senseless murder of countless devotees of their own, some gods rose up against Kurlorne. No one truly knows what transpired other than one day the flow of blood and the prayers of the blood priests were no longer answered. Their grim auguries told them no truths. There was a horrible silence where there was once a great hunger for the blood of others.
     Currently the hierarchy of the Cult of Blood consists primarily of Wizards and Sorcerers. Clerics of Kurlorne may rise in levels as normal but are granted no divine spells. The clerics are typically multi classed characters. The cult is based in the city of Thayonestia and the high priest of Kurlorne is the Arch mage Vecna. Kurlorne was an Arch Devil and still has many followers on the infernal planes who believe that he will one day rise again. They hope that their loyalty, such as it is, will be rewarded. The cult is pouring all of their considerable resources into aiding Kurlornes return from the void. They have unearthed ancient tablets describing maleficent rites and the blood flows again from the temples.

Saturday, October 22, 2005

An Adventurers Journal -chapter three-

     Our party of unholy crusaders has changed. In Ascutholl Arrion met with a fellow rogue who had a mission for the group. He wanted something taken from the bank in the city. The bank was guarded by magic traps and puzzles. The group had to find a way into the magic picture inside the bank which would take them into the vault area. They waited until the runners in the bank were off for the night and followed one home. They learned, through torture, that magic necklaces allowed them to travel safely into the tapestry. They waylaid several more runners and procured a necklace for each of them. Arrion picked the lock to the door of the bank, cloaked in invisibility, and the party entered. With the new necklaces they traveled safely through the magical tapestry.
Inside they found a room full of locked doors and a set of ceramic tiles, with a yin-yang symbol on them, lying on a table. Assuming it was a way to make the doors either open or take them to a new set of doors they approached the tiles. Little did they know it was a deck of many things. Arrion, Aybara and Garrin all drew cards and one by one disappeared. Garrin sunk through the floor, Aybara disappeared and Arrion watched in horror as a minion of Mephistopheles reached out of a fissure and pulled him down into the pits of hell. Selber drew and was rewarded with 20 gems, Rurik drew and got +2 to his wisdom, and Kelvin drew and got the chance to increase his experience from single handedly defeating his next foe.
The last three survivors limped home and went to work trying to find more fiends to help them do their black deeds. They were met with a blood wizard fledgling, a sorcerer and a half Orc barbarian. The wizard needed word from a fellow blood cult member who had disappeared and was rumored to be a master of transmutation. They went to his house, and were confronted by a reptilian guardian. He posed them a puzzle and they figured it out. This allowed them to go to the depths of the wizard’s house. While there one of them found an accursed broach which burrowed into his skin and stopped his heart. The party stalled for an hour while Kelvin went to the temple of Talos and got his friend resurrected. When he returned they met the wizard’s butler, cook and housekeeper rolled into one.
They let him know they were there looking for the missing wizard on orders from the blood cult. They went towards the magic laboratory of the wizard and started hearing a slamming on the door. The door was magically barred, so they needed a wizard to read the scroll of knock they had been carrying for just such an emergency. As they opened the door a thing of horror stared at them. It was a huge transmuted creature that was growing and searching for more food and body parts. After a mighty fight they killed the creature and gutted it. They found numerous things, including a hammer, some boots, and a few potions.  They took the wizards body up to the temple of Talos to be resurrected. The wizard thanked them, and they let him know if they ever needed any help they would appreciate his help in the future. The party went to the bard to eat and relax after a hard days fighting.

By Billy (a.k.a. Kelvin Sharpblade)

Selber Tyrannth

Name: Selber Tyrannth
Class: Fighter
Race: Human
Height: 5’3”     Weight: 135lbs.
Eye: Blue     Hair: Silver     Skin: Bronze

History:
     Selber was born to ‘Goodman’ Xynte Tyrannth and his half-elven wife Ulnae of Archendale, some 17 years ago.
Most Archendale youth are said to be born sword in hand, Selber was no exception. But he was an exception in a way; he was cold and sometimes even cruel to others, rare traits in any Daleland. Xynte decided to send Selber to a private academy where not only could he learn more of warfare, his only interest, but also more noble teachings including caring and compassion of others. Xynte hoped, with this, his son Selber would be the next in a long line of family tradition by joining the Swords, ruling force of Archendale, but first he needed to learn.
     The caring and compassion never really sank in, but war… on the other hand he was most attentive. He was quick to master not one weapon, but two simultaneously. His mentor was pleased with the efficiency with which Selber grasped sword-play. After several months Xynte arrived to check on Selber’s progress. Xynte was saddened to find out his son had forgone almost all lessons of the mind and heart for lessons of death.
     Xynte decided to approach Selber’s mentor Jolgar and express his displeasure. He explained that he wanted Selber to one day be granted a commission with the Swords, as was tradition. Jolgar pointed out that Selber had never mentioned any such desire himself, but that he’d discuss it with him personally. Jolgar went to Selber and asked what he wanted in life. “Blood and death, of course” was the reply. Jolgar then explained Xynte’s wishes to Selber.
Selber thought long and hard about the situation and finally said… “Well Master Jolgar I have no desire to belong to any council such as the Swords, but… if you desire it then I will earn my commission.” Jolgar was pleased beyond belief; he never expected such a reply. “On one condition though” Selber continued “you must defeat me in single combat .” Jolgar agreed knowing he could easily win. The duel is a farce to allow Selber to keep his honor and dignity in the matter Jolgar thought. More wrong he couldn’t be.
     After a long duel Jolgar managed to disarm Selber and declared himself as winner. Jolgar turned towards Xynte “Goodman, the duel is finished he will follow tradition as you requested. He is as honorable as he is fierce…”  Jolgar looked down at the two short swords that skewered though his chest and gasped.
“To the death peon.” Were the last words Jolgar ever heard. Xynte stood in shock as Selber pulled his swords from his mentor’s body. “Sorry father it isn’t my tradition… it’s yours, and if you wish to continue it you’ll leave me out of it.” Xynte couldn’t believe his eyes, his son a cold-blooded murderer. He looked his son in the eye and said “Very well. You will leave these lands. You are no longer my son. You are despicable and evil. Leave my sight!”
A smiling Selber was seen later that day packing his belongings and heading east. I will find a new home. One where adventure is plentiful. For that will be the way to get relevant experience, infamy and fortune; all the things I’ll need to become the Realms deadliest combatant

Game Sunday 10/23

The game is on for tomorrow; same time, same station. Be there or be square.

Saturday, October 15, 2005

Comments restrictions lifted.

I lifted the registered user restriction on comments. Anyone may comment and no blogger account is necessary.

Tuesday, October 11, 2005

Wednesday, October 05, 2005

Game this Sunday 10/9 @5:30pm

Be there or be square...

Some feedback via comments would be nice concerning the various posts. At least I would know that someone is reading this and I am not wasting my time. If anyone is interested in adding content send me an email with your idea.

Monday, October 03, 2005

An Adventurers Journal -chapter two-

The story continues with our evil troop moving towards Ascutholl. The evil lich kings city seemed far away as they trudged down the never ending path. Ahead they spotted a floating drow. As they stopped to assess the situation they were set upon by a group of thieving drow. The party barely fought them off, and the evil drow wizard almost got away. With strange weavings of his hands and guttural barking Aybara weaved a spell on Kelvin’s blade making it sharper than a diamond. Selber circled two drow at once, trading blows and trying to keep both at bay. Garrin peppered the scoundrels with arrows while Rurik tried to keep everyone alive. Arion Blackstaff dodged and twisted his way through the pack of drow and almost evaded the sword that pierced his side. Leaping on Namortus’ back Kelvin flew up at the wizard while Selber kept the rest at bay. With a mighty cleave, praying to his dark god Talos, Kelvin pierced the wizard from nave to chaps. Blood, guts and feces rained down to the ground as the life drained from his corpse. The party revived Arrion, who had only been unconscious.
After stripping the corpses clean they moved ahead, anxious to get away from the scene of the slaughter. They found a ledge where they decided to set up camp. Aybara found a faint outline in the wall while searching the area. Arrion came over and the two deduced it was a secret door with a secret cache in the wall. As Aybara searched some more he was warned in a low hiss from Arrion to stop moving. Aybara's foot rested on a trap, and Arrion burst into action. He pulled out a wedge, a weighted bag and some tensile wire. After 30 seconds of feverish work he told Aybara to step off the pressure plate. With a sickening click darts shot from the wall and pierced Ayabara's flesh. With a thud Aybara hit the ground as the life seeped out of his body. With the trap discharged Arrion quickly got the secret door open. Checking the new hallway showed a round room, with a glowing blue wall of energy surrounded by numbers etched into the floor. After a few drinks Kelvin was talked into walking through the wall of energy by Selber. The warrior promised they would step through together. The rest of the party followed, with the exception of Namortus.
The party was stuck in a room exactly like the circular room except there was no visible way out. The runes on the floor did not glow, and there was no secret door in any wall. Using his telepathic link with his mount, Kelvin guided his steed to the party. Going ethereal his steed ferried the party out of the room, with the promise that the young knight would never do anything half as foolish again. They grabbed the dead wizard and went towards what they hoped would be the fabled city of Ascutholl. Down the road they entered a huge metropolis teeming with life. They asked discreet questions and found a temple of Talos and brought their slain friend to be resurrected. Finding a bar, a fence and a person who could identify their spoils of war became their first priorities. They found a bar, a fence and were given directions to a tower. As they approached the tower they were struck by a sense of familiarity. The tower was constructed and guarded almost identically to the one in Thayonestia were they had their items identified. As we leave the troop they make plans for the next day’s travels, and wonder if the towers and their masters might be a clue in a greater scheme they are unaware of.


By Billy (a.k.a. Kelvin Sharpblade)

Sunday, October 02, 2005

The city of Ascutholl


The city is bathed in a yellow glow that comes from a central pillar that stretches from floor to ceiling and is dotted with thousands of windows through which light trickles into the eternal night. The pillar terminates in a large golden ball of light at the cavern ceiling. A vast hive of buildings of all descriptions surround the column connected by a web of haphazard cobble stone streets lit by gas lamps. An equally vast city clings to the ceiling like a huge mirror image of the city below. You see beings flying between the buildings above and from time to time they fly up from the city or descend to the city below. The sight before you is breathtakingly beautiful and few that walk the green fields of the above world have seen its like. In truth the under dark is populated by a myriad of monsters, animals and civilizations to rival the upper world. Ascutholl is a vibrant city of 1.2 million souls comprised of dwarves, svirfneblin, gnomes, humans, elves, drow, duergar, illithids, beholders, undead, and numerous other humanoids and aberrations. It is a violent city where the strong subvert the weak and anything can be bought if one has enough gold in hand. The city is ruled by Uutema the Lich, an arch mage of vast power. He controls a large number of undead that police the city to maintain some semblance of order and mindlessly perform tasks to maintain the city’s infrastructure. It is not uncommon to see a contingent of skeletons repairing a bridge or carting away trash or debris from the streets. It is common for city residents to say, in jest, in parting, “Don’t die alone,” because to do so would mean being carted away to join the previously mentioned undead servants.

City Ascutholl places of interest

Magic Mouth Man: You approach a large tower that is eighty feet high and is surrounded by a low stone wall with a gate. Standing on either side of the gate is a twenty foot tall iron man with a stylized sun motif on his chest. As you approach the one on the right looks down at you and says, “State your business”. Entering there is a small courtyard and a cobble path that leads to the main door of the tower flanked on either side by a thirty foot tall stone man with a stylized sun motif on his chest. As you approach the one on the right opens the door for you. Inside you see that the entire twenty five foot diameter room is empty save for a ten foot diameter round metal table that sits in the exact center of the room. Above the glow of the central pillar can be seen through the opening eighty feet above.
The Golden Sword Inn: This three story Victorian building is made of stone blocks and imported ironwood from the Moon Sea coast. Lights flicker in two score windows of the upper levels and through the archway that leads into the main hall. You hear music mingling with the sounds of many voices. Through the archway you see a huge room filled with square tables and low backed chairs. A hundred little oil lamps hang from brass chains, in groups if three, illuminating the room brilliantly. There are a lot of above dwelling races at this inn. There is a large fireplace to your left flanked by floor to ceiling bookshelves containing a hundred or more books. To the right is a long flowing staircase next to a large bar with stools. A curtained archway leads to the kitchens. Behind the bar is a huge ogre wearing a stained apron standing before a backdrop of huge kegs. He dispenses beverages with a deft display of expertise. (Meal 1sp, drink 1sp-5gp, Stable 2cp, Room 1gp – 10gp)
Fallstaff’s Magic Shop: Fallstaff’s Magic Shop is located in an affluent section of the old city above. It is a marvel of magical engineering. It resembles a large adobe building that has been glued upside down to the ceiling of the cavern. All of the doors and windows are aligned the other way round. His shop is located on Fenfair Ave. as are a large number of magic establishments. On your way to his shop you pass; Lindurs Potions and Ointments, Scroll Emporium, Haffer’s Tomes Magical and Mundane, Munder's Mithril Arms and Armor, The Magic Mushroom, Ocelar's Miscellaneous Magic Shop.

Tuesday, September 27, 2005

Next Game Sunday 10/2 @ 5:30pm

Please be on time. Please be on time. Please be on time. Please be on time. The game will start without you. Not kidding....

Saturday, September 24, 2005

An Adventurers Journal -chapter one-


     This story begins as have many before it with two adventurers off to acquire fame and glory. Garrin the ranger and Kelvin Sharpblade a paladin of the dark god Talos sought out work through a contact of Garrin's deceased father. Fortunately for them Garrin’s father was well respected in the Thayonestian underworld and they were sent to loot the fresh tomb of an ancient noble house. After much testing of puzzles, tripping of traps, and fighting of monsters they could not find the corpse that they were sent to retrieve. During the expedition they were joined by Selber, a warrior wielding two swords and Aybara, an emaciated mage wielding the power of a fireball necklace. Rurik Dankill, a friend of Kelvin’s and a clergyman of the temple of Talos joined also, as did Arrion Blackstaff a shifty rogue. They discovered a partial map of the under dark and were sent by the Senior Map keeper of the Library of Thayonestia to make the map more accurate.
On the way back to their various resting places they were ambushed by an evil kobold empires raiding party. This raiding party was so war-like, so fierce that it was all Kelvin could do to save Garrin’s life as he took many a kobold arrow into the head. After dispatching the vermin a portal was discovered and the curious party went through emerging in a kobold village. After a long drawn out fight the adventurers emerged victorious. They tracked down the kobolds gods, two malicious hydras and slew them. Emerging from the kobold cave with a dead Garrin the party sought to have him resurrected. This took them a near by town, where the Paladin of Talos stayed far from the holy land of goodness. Fortunately the portal took them but half a days walk from Thayonestia to which they returned to rest and gear up for the under dark expedition.
The next day they descended into the murky depths of the under dark and found their way to a river. With a uttering of a word of power that did not fit the mouth or ear right Aybara threw a little figurine of a boat into the water that grew quickly into a large river boat. On the boat were a magic seat and helm, plus magical ballista bolts. The party came across a mighty Mind flayer and fought him. With victory in their grasp the creature shifted planes and offered a draw. Such was his might that the party agreed to a draw, for now. As they came to an unknown mooring they were joined by their friend Enik, a fledgling warrior. They came across a Temple dedicated to Mephistopheles, Lord of the Eighth. Kelvin was instructed through divine writ to destroy the temple and all the clergy within. After very little arguing the crew decided to rain death and destruction down upon the temple. They fought a long battle and were almost defeated, but won in the end due to a nasty fireball ballista. They fought a few more of the temples inhabitants then had to go home to heal. When they returned the temple had been reinforced. The party waded through the new temple guards and destroyed everything in their path.
In the last room of the temple they found a portal leading to who knows where. A frightful steed, all black with glowing red eyes and fire for a mane, tail, and hoofs emerged from the portal. He claimed to be sent from Talos to bear Kelvin as his holy mount. The PCs decided to explore where the portal lead going through one at a time. Eventually all went through discovering other portals and were separated. One group returned to this place and one the other stands knee deep in a far away swamp looking up into the maw of a very old black dragon. That is where we stop for this week.

Coming Soon: Next weeks adventure synopsis plus a more in depth look at some of the players in this tale.

By Billy (a.k.a. Kelvin Sharpblade)

Character Description and History

Character Description and History

     Please write up a full description and history of your character. If your character has specific goals or desires something please include this information and I will work it into the campaign when possible. Each of you got an email from Ranma Saotome (Billy) requesting this information. Please take the time to reply.

Tuesday, September 20, 2005

Game Sunday 8/25

The game is on for this Sunday 8/25 at 5:30. Please be on time. It looks like we have enough players so I am suspending recruitment until further notice. If you have a friend that really wants to play we can work them in but things are getting pretty crowded around the D&D table.

Sunday, September 18, 2005

Rare Items of the Magic Mushroom

Weapon of the Gargoyle
     The weapon is called thus because when not in use it takes the form of a gargoyle six inches in height. The gargoyle will perch upon the shoulder of its chosen warrior. The gargoyle will sometimes fly about and perform tasks whose designs are known only to the gargoyle. It will never perform any tasks for the wielder other than those written below. The gargoyle is carved from alabaster and is a work of the utmost craftsmanship. Once the gargoyle chooses its weilder it will form a permanent bond and through telepathy determine its weapon type.

Special powers
     Telepathy, Know Alignment, When placed in alert mode the sword will glow blue when enemies come within one hundred feet of the wielder.

LEVEL OF POWER
     The level of the weilder determins the positive charge of the weapon. As the weilder increases in power, so does the weapon.

Level of Weilder 1-4 = +1, 5-7= +2, 8-10= +3, 11-13= +4, 14-16= +5, 17+ = +6.

LEVEL +1: No Additional powers.
LEVEL +2: The weapon automatically criticals on a roll indicating a critical hit   threat. No additional hit confirmation roll is required.
LEVEL +3: The weapon becomes virtually indestructable (only fails on a roll of 1)  and will teleport itself away from magic dead zones. There is a 50% chance that it will bring the weilder along.
LEVEL +4: One fourth of all damage dealt with the weapon is applied to the weilder in the form of healing up to a maximum of twenty points per round.
LEVEL +5: The weapon generates a five foot radius field of power that has a 20% chance of reflecting all magic back to the caster. Area effect spells are not reflected but cause no harm within the radius if the 20% roll is made.
LEVEL +6: Beings struck by the sword must make a fortitude save DC 25 or be afflicted with a Harm spell at castor level 20. Beings with spell resistance will have it reduced by five points with regards to checks made against the magic of the sword.

Tuesday, September 13, 2005

Friday, September 09, 2005

Monday, August 29, 2005

Next game is September 4th.

We had a good turnout despite the tropical storm force winds last night. Our next game will be Sunday 9/4 at 6:00pm. As always I am recruiting new players so feel free to bring a friend. If your bringing someone please try to show up thirty minutes early so that I can create their character prior to the game.

Players are encouraged, though it is certainly not necessary, to purchase a figurine that best depicts their character.

Friday, August 19, 2005

Game Sunday 8/21

Just a reminder that there is a game this Sunday 8/21 at 6:00pm. Please be on time and bring a friend.

Saturday, August 06, 2005

Game tomorrow night 8/7

If everyone shows up we will have 3 new players and 1 old player returning. For you new guys we will create your characters here on my computer. New players are encouraged to bring a friend. I am recruiting players until further notice.

Thursday, August 04, 2005

The new campaign is beginning

Games will be held from 6:00 pm until 11:00 pm on most Sundays. Be sure to check back here for updates and info.