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.
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.
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
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