Friday, May 26, 2006

Earthdawn finally starts June 4

Finally a date is set. Get ready to have the world of Barsaive reveiled to you. Get ready to become a legend of the lands. Hope everyone can attend.

Thursday, May 25, 2006

Game on this Sunday 5/28

We are playing this Sunday, 5/28 at 5:30pm. If you are bringing someone please come early so that we can create their character prior to game time.

Tuesday, May 16, 2006

Game On Sunday 5/21

We are playing this Sunday 5/21 at 5:30pm. Due to the loss of Billy and Big we could really use one or two more players. If anyone knows of someone that would like to join us, bring them this Sunday. Hope to see everyone there.

Saturday, May 13, 2006

Another Lake Set Photo, It's going to rock!




I am really looking forward to the cavernous river and lake sets. We are looking at mid June for the rivers and mid August for the lakes. There is also a mystery set comming out in August.

Thursday, May 11, 2006

Dragon Con

All of the good GENCON games are full. Therefore, we are going to DragonCon. You can find info for DragonCon at www.dragoncon.org This Con looks like it is just as big and is only a five hour drive to Atlanta. It takes place in three major hotels and all of the gaming is located in the Hilton. Rooms are only $150 a night (which is very good for the Hilton) and admission is $60 if you register prior to 5/15. It is September 1-4 (Friday-Monday) and anyone who is interested needs to get online and book a room right away. I will have room for one other person in my car if Tamar is not going to go. I have a room with two double beds. It would be nice if we could get one other person and we could book a second room. Right now its Chris, Jon and myself going. Post a reply if you want to go.

No Game On Mothers day

We are taking a break for Mothers Day. I suggest you tell her that there is a game and that you are skipping it to spend time with her. :) We are playing the good party the following Sunday at the usual time.

Wednesday, May 03, 2006

Game on Sunday 5/7

We are playing this Sunday 5/7 @5:50pm. I got in a new set of cavernous passages and some carniverous plants. As I write this I get a mental image of boots poking out of a big scary plant and smile.

Tuesday, May 02, 2006

Gregor's Journal

It was a cool spring day. The sun was shining. Birds were singing. Merchants and travelers dotted the ancient cobblestone road leading to the south gate of Silverymoon. We made our way to the city and after a brief encounter with the city guard; peace bound our weapons and entered the city by way of South Gate Road. An unusual sign post stood out amidst the myriad of shops, inns and taverns. The sign was animated and enticed us to enter the Magic Mushroom magic shop. We soon realized that that we were duped by the sign and couldn’t afford the wondrous wares that were for sale. On the verge of leaving, Falford, the person working at the Mushroom, offered us a job investigating a secret staircase that was uncovered during some recent renovation work.
Following the ancient stairwell down we discovered an ancient temple dedicated to some lost or forgotten god. It was disused and abandoned by all but some ancient and long dead skeletal warriors and a horrible monster comprised solely of clear jelly. Moving deeper into the lost temple we came to some ancient burial sepulchers and fought more undead temple guardians. In the next room was a magical pool that promised riches and bestowed only death in the form of a water monster. Two statues in the room provided us with a key to gain the riches in the form of a riddle. We eventually guessed the riddle and gained a wish from an entity in the pool. We wished for our next slain party member to be brought back to life and the wait proved to be brief. Continuing on through the dusty halls of the ancient temple we came to another room of earthenware pots containing ashes and in one case a gleaming golden medallion on a gold chain. This vile device dominated the will of one of our own, promptly strangling the life from the poor man. Through the next door we discovered a demonic fountain spewing forth clear blue water that will surely spell our doom. After running afoul of many things thus far we decided to give the evil looking fountain a wide berth. A door in this chamber lead to another spiral staircase with hints of what lies below from the cool damp air that rushes into the room as the door is opened. We are preparing to descend the second staircase just now, so, I must go. May the Gods be with us.

The Orb Lords

The Orb Lords, as they have come to be remembered, were a cadre of wizards that ruled the lands north of present day Waterdeep from what is now known as the city of glass. The Orb Lords ruled from a palace created entirely of glass and there were many tall towers rumored to be purely constructed from glass blocks. The city was called Haelabelee (Hay Lay ‘Bee Lee) and is one of the seventeen wonders of the ancient world. Rumors impossible to substantiate abound about the ancient city but it must have surely been a breathtaking sight. The lords created a great many magical orbs and thus earned their place in history. It is said that every single magical orb in existence today was created during the three hundred year reign of the Cadre of Nine, as they were known at that time. One thing is known for certain and that is that Humathax, the betrayer created the Dragon Orbs including the Orb of the Eternal Dragon. It is said that Tiamat sent a great flock of elder dragons to lay waste to Haelabelee and destroy the dragon orbs. Another account places Humathax in league with Tiamat and attributes what came to be know as The Flight of Dragons to the abominable union. The Orb of Storms, the Black Orb of Untog and the Spheres of Annihilation are also attributed to the Nine. One thing is certain and that is that a great many orbs were created and a great many survive to this day. Their powers are myriad, in some cases many copies of the same orb were created and in other cases the orbs powers are unique.

Obscure Items of the Art, Vol.1

Articles and statistics on obscure and unique items of the magical arts by none other than the enigmatic Magic Mouth Man.

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.