Friday, June 30, 2006

The Necromancer

I. Into The Darkness

"As grey traces of dawn tinge the eastern sky, the three travelers, men of Willowdale, emerge from the forest shadow. Fording the River Dawn, they turn south, journeying into the dark and forbidding lands of the Necromancer.Even now the intensity of his dread power can be felt, weakening the body and saddening the heart.Ultimately they will become empty, mindless spectres; stripped of will and soul, only their thirst for freedom gives them hunger for vengeance..."

Silence shrouds the forest
As the birds announce the dawn
Three trav'llers ford the river
And southward journey on
The road is lined with peril
The air is charged with fear
The shadow of his nearness
Weighs like iron tears

II. Under the Shadow

"Shreds of black cloud loom in overcast skies. The Necromancer keeps watch with his magic prism eyes. He views all his lands and is already aware of the three helpless invaders trapped in his lair..."

Brooding in the tower
Watching o'er his land
Holding ev'ry creature
Helplessly they stand
Gaze into his prisms
Knowing they are near
Lead them to the dungeons
Spectres numb with fear
They bow defeated

III. Return of the Prince

"Enter the Champion.Prince By-Tor appears to battle for freedom from chains of long years.The spell has been broken; the Dark Lands are bright. The Wraith of the Necromancer soars away in the night."

Stealthily attacking
By-Tor slays his foe
The men are free to run now
From labyrinths below
The Wraith of Necromancer
Shadows through the sky
Another land to darken
With evil prism eye.

_n.pert

Wednesday, June 28, 2006

Game On 7/2

Game on this Sunday at 5:30pm.

Cavernous River Update: According to tracking information I should have my Cavernous river sets tonight! Woot!

Wednesday, June 21, 2006

Game On Sunday 6/25

We are playing the Waterdeep party this Sunday. Game time is the usual 5:30 pm.

The Prophecy

When the moon has set five thousand times.
When the moon is red as blood.
When the sword of the heavens is found,
and that which was one is two.
When all of these things come to pass.
Naggashh will break free from the prison of death.
The armies of the dead once again will mass,
and woe to the peoples of Oerth.

Friday, June 16, 2006

Earthdawn on hold until further notice

Sorry folks, but it seems I must be the sunday closer until I can get someone trained to replace me. Hopefully it won't be too long.

Wednesday, June 14, 2006

Waterdeep

The city of Waterdeep is vast. It is a port city that lies on the Sword Coast. The Sea of Swords laps against its docks. This region of the planet is sub-tropical. Long humid summers give way to brief winters that never get too cold. The docks bring trade by way of Calisham and the Elven isles. Great caravans come from all over bringing wonders for sale or trade. The city is ruled by a secret council of lords. Their laws are enforced by a large police force with access to considerable magics. Waterdeep is a city like no other in the realms. Sites that are oddities or beings that would cause riots and disaster in other cities are common or simply overlooked. There are two Liches, in example, who reside within the city walls. Drow walk the streets by night beside humans and dwarves. There are hundreds of bars and taverns, thousands of shops, and all manner of items for sale. Anything can be bought in Waterdeep if you know who to ask.
The city is separated into wards. There is the Sea Ward/Dock Ward encompassing the docks, warehouses and numerous business and pubs that cater to the seafarers. The North Ward is where the nobles and people of wealth live. The Castle Ward holds the castle of the honorary king of Waterdeep and the various royal families and courtiers. The Trades Ward is where you find the industry in Waterdeep. The Southern Ward contains the middle class and poor families plus many business, pubs, inns, and shops. The City of the Dead is the largest known graveyard in all of Oerth. Tremendously powerful magics have seen to it that this graveyard will never be full no matter how many graves are dug, how many mausoleums raised from the rock of the earth.
In the weeks since the cataclysmic relocation of the party the characters have gained several contacts in the city that they can rely on to provide them with lucrative contracts. First is Pontus Corrilius a wealthy merchant from the North Ward. He is an information seller and an acquirer of items for the rich and powerful. He has traded fairly, as far as you know, with you in the past but only a fool would trust one such as he. Second there is Aayan, One Eye. An enigmatic rogue that pops up on occasion with some bit of adventuring and reward. And then there is Fagan Andercraft master of a thief’s guild called Midnight Appropriations. He is rumored to be a vampyre and his appearance makes it seem obvious that that is the case. His guild is terribly powerful and your contact with him is invaluable due to his ties to organized crime. Lastly is The Magic Mouth Man arch-mage and identifier of items. His true name is not known to you nor is his personal appearance. All contact with him has been through magic mouths floating in the air.
Many of you have taken up residence in The Dead Thief Inn. An interesting establishment of gambling, fine foods and posh accomodations. You have scouted out some lower profile establishments that offer work to adventurers such as The Cracked Crown in North Ward and The Howling Banshee in South Ward.
There is alot of talk about a recent war and a portion of the city is being reconstructed after Waterdeep itself was sieged by the undead host of Naggashh. You have seen the devastation first hand near the outer wall and East Gate. Rumors range from elation over the defeat of Naggashh to possibilities of his inevitable return. Some things never change. Some powerful evil wizard or another is always trying to take over the world.

Monday, June 12, 2006

Game On Sunday 6/18

We are playing the high level party this Sunday as the adventure continues from last week. Game time is 5:30pm. I hope everyone can attend.

Aftermath

(Below is the opening segment from this week’s adventure. The artifacts explosion thrust the party forward in time. You have come nearly seven thousand years into the future. It is now present day realms 1372 D.R. The party awakened in a broken room in the temple of death on the street of temples in Waterdeep.)

You follow Selber through the quiet streets of Thayonestia in the late evening. It is early summer but a cool breeze is blowing and it is a clear starry night. Selber is gripping the great silver sword in both hands and there is a maniacal look in his eyes. He resists all efforts to deter him from what ever course it is that he is taking. You have to rush to keep up this pace. Luckily it is late because striding boldly through town brandishing a huge glowing great sword is frowned upon by the law keepers. The few citizens that you do encounter quickly find that their business takes them in an opposite direction. Selber leads you to the huge temple complex of the cult of blood where you are immediately met by several men at arms who interpose themselves between you and the main entrance. From somewhere in the vicinity an alarm bell is being sounded. Selber shouts out a single word that incinerates one of the guards. In a flurry of blows he beheads two others. There is one pale looking guard left who is turning to run. Selber waves the sword above his head and the tip of his blade leaves a trail of magical energy that looks like a large magical spear. With his free hand he gestures and the spear quickly skewers the fleeing man through the back. It is just about now that red wizards start to pop into existence here and there about the courtyard. Magical energies flicker and flair and the drain on the weave creates an immense vortex like a cosmic black hole or so it would appear to one who was attuned to such things. In seconds the courtyard now contains a half dozen assorted wizards and sorcerers, a cleric of Belial, a beholder and a twenty foot tall winged devil with a flaming sword. Just when it seems like violence will surely erupt you hear a deafening voice that seems to come from everywhere and it shouts one simple word, “HOLD.” For a startled second all parties pause and look about. Immediately before you an ancient man in red robes and a huge humanoid in full plate materialize. The man in red robes has a short neatly trimmed white beard and a golden circlet with three rubies that glow brightly. Seven colored stones orbit haphazardly around his head. His red robes glisten as if wet and are almost completely covered in fine golden glowing runes. He holds a short scepter made of gold that is encrusted with cut glowing rubies that form a myriad of runes. A huge diamond the size of your fist tops the scepter. His right hand and the left side of his face are covered with red tattoos that are comprised of magical writing and symbols. He wears an onyx and diamond broach on his right breast and electrum bracers can be seen beneath his sleeves. A thin red mist like aura covers him and everything within five feet of him. This is Vecna in the flesh. The man in full plate is completely encased in white metal armor. The white metal crackles with blue sparks of electricity. The individual plates of the armor each depict either some sort of demonic visage or are covered with magical runes. The faces are all animated and they quietly speak among themselves in a language that has been dead for a thousand years. His high spiked helm is covered with magical runes. He holds in his right hand an adamantium great sword with red runes down the center of the blade. It has large glowing rubies in the quillions and pommel. His left hand cannot be seen through the melon sized ball of crackling blue energy. Vecna says to the red robed ones amongst you, “what is the meaning of this?” Without a word Selber strides boldly forward and kneels before Kas holding up the great sword as if in offering. Kas immediately drops the sword he was holding to the ground and the magic from his hand drains away as he grips either side of his head as if struggling against some unseen force. The ancient sword held by Selber fairs up emitting light so bright that it is impossible to look at it directly. Vecna attempts to counter the magic and one by one his spells are swatted away by the power of the sword. In a fluid movement of near impossible speed Kas snatches the offering of the sword from Selber. He immediately becomes incased in a crackling aura of electric blue power. The drain on the weave can be felt on other worlds across the gulf of space. The battle is joined by two red wizards and the beholder. The devil slowly fades to black, all the while a broad grin on his red face. Kas pauses in his battle with Vecna every now and then to deflect a black beam from the beholder or to swat away a spell from one of the lesser wizards. The priest of belial is on fire and his screams echo about the courtyard as he runs about with no apparent destination. Vecna and Kas are locked in mortal combat the likes of which are rarely witnessed by mortals. During a brutal flurry of blows by Kas, Vecna is forced to attempt to block the blade with his scepter. His ruby scepter explodes in a titanic eruption of magical energies. You are caught up in the blast and you feel the world around you fade away as you are thrown through a tear in the fabric of reality and possibly even time itself. The last thing that registered in your mind as you were ripped from that courtyard was the thousands of black shapes glinting with silver magic that were appearing in the night sky.

Friday, June 09, 2006

The Illithid Conspiracy

Deep beneath the Sea of Falling Stars, south of the shores of the Glimmer Sea, near the Pit of Jhaam in a room of utter darkness lies a briny pool. The pool is not natural. It was made by alien hands and its stone walls are covered with alien glyphs infused with psionic power. Large mauve tadpoles wiggle their way through the black water and the pseudo-pods of a huge brain like entity. Occasionally a pseudo-pod entangles a tadpole and draws it into its self absorbing it utterly. From this alien brain an intense wave of psychic energy is emitted traveling the vast distances of the underdark until it breaks upon the dark pool of another, much larger, elder brain. Within the psychic energies is a message, “It is done. The servants of Vecna have awakened [he who has slumbered] and in the process destroyed Kath-Kanoda.” The larger brain sends a psi wave in reply, “And the Lich Queen?” The small brain says, “She persists. This is not an undesirable outcome. She will surely seek revenge against the Blood Cult and perhaps solve two of our problems. I foresaw this possible outcome as you well know. Things are going exactly as they should.” “Perhaps but I doubt that he will be undone so easily and as long as her phylactery remains intact she will always return. Send three servants to destroy the phylactery before she assaults Thayonestia. If you are successful she will fall. This I have foreseen. Failure will not be tolerated”, replied the big brain.

Wednesday, June 07, 2006

Game On Sunday 6/11

We are playing D&D this Sunday at 5:30pm. I am still trying to decide which party to play so bring both of your characters. I am leaning towards the evil guys. See ya Sunday!

Thursday, June 01, 2006

Game on this Sunday

The Earthdawn campaign begins this Sunday at 5:30. I am looking forward to trying the new game system. I hope everyone can make it.