Wednesday, December 19, 2007

Game On

We will play on 12/31 New Years Eve if there are enough players. Reply if your coming. If we have at least 4 players we will most likely play. I will post a follow up after Christmas.

I hope everyone has a merry Christmas!

Thursday, December 13, 2007

Game On

We are playing this Monday 12/17 @ 6:00 p.m.

Post up if you are coming.

Saturday, December 08, 2007

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 called the city of glass. The Orb Lords ruled from a palace created entirely of glass steel. It is said that there were many tall towers purely constructed from glass steel as well. The city was called Haelabelee (Hail uh '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. 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.

    The Orb Lords, the city of glass and a good portion of the realms were laid to waste by a vast army of dragons in what history calls, "The Flight of Dragons". The destruction of the Orb Lords is attributed to Humathax the Black. The legend says that Humathax created the Dragon orbs, including the orb of the eternal dragon. Once Tiamat learned of the existence of the dragon controlling orbs she sent a great flock of elder dragons to lay waste to Haelabelee and destroy Humathax and the dragon orbs. Another account places Humathax in league with Tiamat who ultimately betrayed him.

The city has lain in ruins for more than eight hundred years. What remains of the city lies deep within the Mere of Dead Men swamp. Few who venture into the black waters of the cursed swamp are ever heard from again. The swamp is filled with ancient magics and more than a few angry souls still clinging to this world. It is said that an incredibly powerful black dragon lives in the ruins of the lost city.

Thursday, December 06, 2007

Game On

We are playing this Monday 12/10 at 6:00 p.m.

Please post a reply if you're coming.

Sunday, December 02, 2007

*Clarification

    The information included in the two posts for weapons and armor was just intended to communicate what the usual Drow or Svirfneblin would carry. YOU MUST PURCHASE ALL OF YOUR ITEMS WITH DOUBLE THE STARTING GOLD OF A FIRST LEVEL CHARACTER OF YOUR CLASS. Sorry for the confusion. Some of these items do not appear on the standard item list. As always if you want to purchase something that is not on the standard item list it must be purchased in game.

Saturday, December 01, 2007

Svirfneblin Player Character

Far beneath the surface of the earth dwell the svirfnebli -the deep gnomes -a race related to the gnomes of the bright world. Small parties of these demi-humans roam here and there in the underworld mazes of small passageways, always in search of gem minerals. Their realm is in a region unknown, but thought to consist of a closely-connected series of vast caverns in which thousands of these diminutive creatures labor for their king.

All the svirfnebli have the following magical powers of illusionist nature: blindness, blur, change self. Each of these spell-like abilities can be used once per day by any deep gnome. All these creatures radiate non-detection identical to the spell of the same name.

The deep gnomes wear leather jacks sewn with rings of mithral-steel alloy over fine chainmail shirts. They do not usually carry shields, as these devices would tend to hinder movement through the narrow corridors favored by the svirfnebli. For every level above 10th a svirfneblin's armor class improves by 1 point.

These gnomes are typically armed with a non-magical +1 dagger and a non-magical +1 pick (horseman's pick, for purposes of damage assessment). Each individual also carries a pouch of special darts, 7-10 hand-hurled missiles of about nine inches in length, with a 40' range and which inflict 1-3 hit points of damage. A svirfneblin can hurl two darts in a single melee round and receive an additional +2 bonus to hit.

Despite their metal armor and arms, these small and fast-moving creatures are able to move very quietly. They are 60% likely to be unseen by any observer, even a kuo-toan, as deep gnomes are able to 'freeze' in place for long periods without any hint of movement. They are surprised only 1 in 12 due to their keen hearing and smelling abilities. They are likely to surprise opponents 90% of the time.

Because of this and their high wisdom, speed and agility, they make all saving throws at +3 except against poison when their bonus is +2.

The svirfnebli communicate with each other by a form of racial empathy when outside their own domains. They have their own language, a dialect of gnomish which a normal gnome is 60% likely to understand. Most deep gnomes are also able to converse in the under- world cant (the trade language) and speak and understand a fair amount of kuo-toan and Drow (tongues of their hated and feared enemies who, along with the mind-flayers, are the worst threat to any deep gnome gem-gathering expedition). All these small creatures can converse with speaking creatures from the Elemental Plane of Earth and it is 90% unlikely that any such creature will harm a svirfneblin, though the deep gnome might have to pay a heavy bribe in precious metal and gems so to escape.

Deep gnomes have infravision to 120' and can also see into the ultra- violet spectrum to a limited extent. They have normal gnomish power with respect to determination of direction, distance beneath the surface, and detection of slopes and unsafe walls, ceilings or floors (see ADVANCED DUNGEONS & DRAGONS PLAYERS HANDBOOK -Character Races).

Description: A svirfneblin is gnarled and very muscular. Skin color is medium brown to brownish gray. Deep gnomes have grey eyes and tend to be bald.

Drow as a Player Character

Ages past, when the Elvenfolk were but new to the face of the earth, their number was torn by discord and those of better disposition drove from them those of the elves who were selfish and cruel. However constant warfare between the two divisions of Elven kind continued, with the goodly ones ever victorious, until those of dark nature were forced to withdraw from the lands under the skies and seek safety in the realm of the underworld. Here, in lightless caverns and endless warrens of twisting passages and caves hung with icicles of stone, the dark Elvenfolk -the Drow -found both refuge and comfort. Over the centuries they grew strong once again and schooled themselves in arcane arts. And though they were strong enough to face and perhaps defeat their former brethren in battle, the Drow no longer desired to walk upon the green lands under the sun and stars. They no longer desired a life in the upper world, being content with the gloomy fairyland beneath the earth that they had made their own. Yet they neither forgave nor forgot, and even now, above all else, they bear enmity for all of their distant kin -elves and faeries -who drove them down beneath the earth and now dwell in the meadows and dells of the bright world. Though they are seldom if ever seen by any human or demi-human, the Drow still persist, occasionally entering lower dungeon levels and consorting with other creatures in order to work out their schemes and inflict revenge upon those who inhabit the world above.

Drow wear a fine mesh armor of exquisite workmanship. It is made of an alloy of steel containing adamantite. Even the lowliest fighters have in effect +1 chainmail, with higher level Drow having +2, +3, +4 or even +5 chainmail. Small bucklers are also used, shields of unusual shape, those Drow of greater experience level and importance in Drow society having bucklers fashioned of adamantite so as to be +1, +2 or even +3 value.

As will be described later, all Drow move silently and with graceful speed, even when wearing their black mesh of armor. Each Drow carries a small amount of personal wealth in a soft leather bag worn around the neck beneath the mail. In addition they arm themselves with long dagger and short sword of adamantite alloy (+1 to as high as +3 or even +4 borne by noble folk); 50% or more carry small cross- bows which are held in one hand (6" range light crossbow) and shoot darts coated with a poison which renders the victim unconscious (save is at -4). These darts also inflict 1-3 points of damage on a victim. A few Drow also carry adamantite maces (+1 to +5) and/or small javelins (also poisoned with the same substance as the darts) with atlatls (9"range, +3/+2/+1 to hit at short/medium/long range).

Drow have superior infravision of the 12" range variety and move with silence when wearing their special boots. The black boots and cloaks that Drow wear are similar to cloaks and boots of Elvenkind, except that the wearer has only a 75% chance of surprising enemies or blending into shadows. The material will not cut easily and cloaks have a +6 to saving throws vs. fire attacks; however, any alteration to the cloak has a 75%chance of unraveling the material and making it useless. Drow themselves are only 12%% (1 in 8) likely to be surprised by opponents. Drow are also both intelligent and highly co-ordinated, being able to use either or both hands for attack and defense. They make saving throws versus all forms of magic (clerical included) spells, whether from a caster or from a device, at +2. Because the Drow have dwelled so long in the dark labyrinthine places under the surface of the earth, they dislike bright light. They will not venture forth into daylight except on the cloudiest, gloomiest days. If within the radius of a light or continual light spell the dark elves are 90% likely to be seen, they lose 2 from their dexterity and all attacks made by them are at -2 on the 'to hit' roll (+2 on saving rolls against such attacks as applicable). If they are attacking targets inside the radius of light or continual light spells, the bright illumination causes them to suffer a 'to hit' penalty of -1 and the converse +1 on saving throws against such attacks is awarded to the target creatures. If bright light exists, it is 75% likely that Drow will retire from the situation because of the illumination, unless such a retreat would imperil one of their numbers, would otherwise be harmful to their desired ends or would expose some important feature to the light- bringing intruders. In any event, such dimmer light sources as torches, lanterns, magic weapons, fire beetle essence or faerie fire do not adversely affect the performance of the dark elves.

Drow are able to speak the subterranean trade language common to most intelligent dwellers in the underworld, the common tongue, gnome, Elven and their own language in addition to the other tongues which their level of intelligence allows. Many know the languages of the various races which speak and dwell underground. All of the dark elves also have a silent language composed of hand movements, and this means of communication is highly sophisticated, being able to convey much information to a considerable degree of complexity. When Drow are within 30' of each other, they use facial and body expression, movement and posture; these latter means of communication alone are capable of conveying considerable information, and when coupled with hand/finger movements the whole is as erudite as any spoken speech.

All the dark elves can use the following spells once per day: dancing lights, faerie fire, darkness. Those above 4th level are also able to detect magic, know alignment and levitate once per day. Drow females can, in addition, use the following spells once per day: clairvoyance, detect lie, suggestion, dispel magic. Drow have powers which are the same as those of dwarves with respect to stone and things underground. They also detect hidden or secret doors on a 2 in 6.

Special Note Regarding Drow Treasure: Cloaks, armor, and weapons made by the Drow have special properties, although they do not radiate magic. The items are made in the strange homeland of the Drow: vast underground cities of carven stone and minerals, places of weird and fantastic beauty inundated with unknown radiations which impart the special properties to their items. When these are exposed to direct sunlight, irreversible decay starts and the items will become totally useless in 2-12 days. If protected from sunlight, they will retain their special properties for 31-50 days before becoming normal items; and if exposed to the radiations of the Drow homeland for a period of 1 week out of every 4 weeks, the items could remain potent indefinitely. Drow sleep poison decays instantly in sunlight, and will lose its effectiveness after 60 days in any event after being exposed to air, although unopened packets of the poison will remain potent for up to one year.

Description: Drow are black-skinned and pale-haired. They are slight of build and have long, delicate fingers and toes.

Drow as a player characters are individuals that have been exiled for one reason or another. They almost always lack the natural magic resistance and sometimes are missing other powers. Drow society does not tolerate weakness and these individuals are quickly expelled from their house. Drow without a house affiliation are targets for ridicule, violence or worse and these individuals usually leave the community at the first opportunity.