News

Dooms Bay (D&D4E) - (Earl L.)

GopherDave's picture

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving.  Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress.  In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.

The game will continue every two weeks.  Start and stop time will be flexible depending on group.

Generate ability scores as per standard array or point buy (PHB pgs. 17-18).

Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).

Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).

Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).

Earl

Scheduling
Start: 
April 6, 2010 - 6:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
6
Layout: 
4 x 2 tables

AGG Annual Game Auction

GopherDave's picture

Hey Folks!

Today is the day for the Armored Gopher Games' annual game auction! Like last year, this year's auction will be a live event, with your cool, used stuff being auctioned off by Dave (and some of the other 'Gopher regulars).

AGG will be taking in auction items during business hours from Monday, June 21st through Friday, June 25th. Each item or lot of items taken in for the auction must be accompanied by a filled out auction slip (see attached PDF) in order to be included in this event.

Items will be auctioned off in order of receipt. Any unsold items will be set aside until the end of the auction, at which point the items' owner will have the option of either taking back their unsold item(s), or selling them to Armored Gopher Games for the minimum bid in store credit. Armored Gopher Games reserves the right to refuse any item for any reason (condition, age, price, etc.).

Just like last year, buyers pay cash for items, and sellers receive the equivalent in store credit.

Last year's auction was a blast, and this one looks to be even better! So come join the fun!

Scheduling
Start: 
June 26, 2010 - 12:00pm
Duration: 
5 hours
Tables
Minimum number of players: 
2

Seminar - Wet Palette Painting

GopherDave's picture

Hey Folks!

County-renowned miniatures painter, Keith Pogue, will be holding a seminar on the technique of Wet Palette Painting today at 2:00 P.M.!

Entry Fee: $10.00 (to cover cost of materials)

Each participant will...

  • ...be taught, step-by-step, how to make a wet palette.
  • ...learn painting techniques employing their newly-made wet palette.
  • ...get to take home the wet palette that they made during the seminar, complete with a refill sheet.
  • ...be encoraged to stick around and trade painting tips, ask questions, or just paint figures for the remainder of the time.

This seminar is limited to 16 spots, so sign up early by leaving a comment below!

Participants

  • 1) Shoshannah Bauer
  • 2)
  • 3)
  • 4)
  • 5)
  • 6)
  • 7)
  • 8)
  • 9)
  • 10)
  • 11)
  • 12)
  • 13)
  • 14)
  • 15)
  • 16)
Scheduling
Start: 
April 24, 2010 - 2:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
16
Layout: 
4 x 2 tables

Dooms Bay (D&D4E) - (Earl L.)

GopherDave's picture

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving.  Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress.  In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.

The game will continue every two weeks.  Start and stop time will be flexible depending on group.

Generate ability scores as per standard array or point buy (PHB pgs. 17-18).

Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).

Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).

Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).

Earl

Scheduling
Start: 
March 23, 2010 - 6:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
6
Layout: 
4 x 2 tables

Dooms Bay (D&D4E) - (Earl L.)

GopherDave's picture

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving.  Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress.  In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.

The game will continue every two weeks.  Start and stop time will be flexible depending on group.

Generate ability scores as per standard array or point buy (PHB pgs. 17-18).

Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).

Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).

Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).

Earl

Scheduling
Start: 
March 9, 2010 - 5:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
6
Layout: 
4 x 2 tables

Dooms Bay (D&D4E) - (Earl L.)

GopherDave's picture

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving.  Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress.  In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.

The game will continue every two weeks.  Start and stop time will be flexible depending on group.

Generate ability scores as per standard array or point buy (PHB pgs. 17-18).

Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).

Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).

Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).

Earl

Scheduling
Start: 
February 23, 2010 - 5:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
6
Layout: 
4 x 2 tables

Dooms Bay (D&D4E) - (Earl L.)

GopherDave's picture

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving.  Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress.  In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.

The game will continue every two weeks.  Start and stop time will be flexible depending on group.

Generate ability scores as per standard array or point buy (PHB pgs. 17-18).

Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).

Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).

Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).

Earl

Scheduling
Start: 
February 9, 2010 - 5:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
6
Layout: 
4 x 2 tables

Dooms Bay (D&D4E) - (Earl L.)

GopherDave's picture

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving.  Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress.  In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.

The game will continue every two weeks.  Start and stop time will be flexible depending on group.

Generate ability scores as per standard array or point buy (PHB pgs. 17-18).

Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).

Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).

Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).

Earl

Scheduling
Start: 
January 26, 2010 - 5:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
6
Layout: 
4 x 2 tables

Dooms Bay (D&D4E) - (Earl L.)

GopherDave's picture

A fast moving campaign heavy on action with (hopefully) a tight-woven story to keep things moving.  Expect to start on the edge of "civilization" such as it is, and explore the frontier with occasional opportunities to return to the "big city" as your adventures progress.  In theory, ten days travel covers the locally known cities and fortifications West to East, from Dooms Bay to Dvorkin's Reach--but these are dangerous times in dangerous lands, where savage creatures are eager to drive the "civilized" races back into the sea, while others wait on both sides to exploit all.

The game will continue every two weeks.  Start and stop time will be flexible depending on group.

Generate ability scores as per standard array or point buy (PHB pgs. 17-18).

Select races from PHB and PHB2 (no Dragon Magazine, Eberron, Manual of the Planes, Monster Manual, etc...).

Select classes from PHB, PHB2, Arcane Powers, Divine Powers and Martial Powers (no Forgotten Realms).

Start with standard clothing and 100 GP to purchase equipment (PHB pg 210).

Earl

Scheduling
Start: 
January 12, 2010 - 5:00pm
Duration: 
4 hours
Tables
Minimum number of players: 
2
Maximum number of players: 
6
Layout: 
4 x 2 tables

Celebrate Lifeday at the Gopher!

joeshill's picture

SWHS Ad!

 

Come and celebrate Lifeday at the Gopher!

Announcing the first annual Christmas Eve showing of the episode that George Lucas would rather you didn't remember.

Thursday, Christmas Eve at 7:00pm - the Star Wars Holiday Special!

Gather round the laptop and enjoy some snacks from the Gopher Nutrition Center!

Chris Manrique will supply microwave popcorn and a free round of sodas to all watchers! 

(Next best thing to midichlorions roasting on an open fire.)

 

 

 

Scheduling
Start: 
December 24, 2009 - 6:00pm
Duration: 
2 hours
Tables
Minimum number of players: 
1
Maximum number of players: 
100
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