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Threads
I'm a die-hard Green Lantern comic book fan and I'm enjoying the rivalry between Sinestro and Hal Jordan and I have been waiting for Johns and Crew to explain their origin and connection to Abin Sur. Without further diliberations, Previews here and here will make there way to the comic stores in a week or two. I have my suspicions about the Indigo tribe, but I do not want to spoil it. Greetings. I am Mililani Deccubus and I am a curator of rare magical items. I own a shop located in the thread called the Bazaar of the Bizarre. I have a question to ask of both gamers, players and dungoen masters, of adventurers and planar voyagers alike. If you were a lich, newly reborn or of ancient intelligence, what object, be mundane or exotic, would you use to house the soul of a lich. What object would you use as a phylactery. And yes, you may be creative and magical, but not asinine. I'm interested in gathering and publishing a forbidden work. I got this one in the old e-mail basket, about five minutes ago. Hello, Steve,
Pathetic, really pathetic. Comments, remarks, does anyone wish to share the sarcasm and snide comments? On a wind swept plane of the Abyss rests a large malevolent structure of black granite and fire stained glass. Out of place with the nature of the Abyss, the grounds were kept clear of refuse and other condemned souls. The Hall of Tomorrow's Tears was a neutral ground for the Lords and Queens of the Abyss. A place where they can exchange treaties and pacts, make alliances, or swap coveted artifacts without fear of reprisals. This too, was in part do to the Hall's warden and lady. A demon queen by the name of Endlla. Her title, the Demon Queen of Sorrow. No power in the Abyss dared cross her here in her seat of power for she knew their secrets, their private thoughts, their impulses, and their vice. With that knowledge, she and she alone could inflict untold suffering and collect their tears for her own nefarious machinations. As she walked the central chamber of the Hall, she brushed her fingers across the surface of the negotiation table, she could help but admire the craftsmanship of it. Chiseled and polished by the finest artisans of the plane it represented the very chaotic nature of it. Although balanced, it was not an even measured circle. Portions jutted out like a prong from a trident. The table was tiered in several portions. The table was set to seat six arriving Lords. Endalla sensed the six coming. - Kardum, Prince of Balors,
They would plot and seal a pact. Soon, something in the future, someone was going to suffer. They were coming soon. Somewhere within the Bazaar rests an old house. Long since abandoned and shunned by the populace, it has remained untouched and unexplored for years until now. Lights can be seen flickering at night. Rattling, voices, cries, and weeping soon follow. A howl of angish rushes from the house and into the streets. Then all is silent. Something soon is to happen, within the house, and soon a lost child will return home one last time. Galloping at inhuman speeds, Nailz leaps from one secure rooftop to the next until he reaches his destination. He see the marked rooftop of a little used warehouse. Scaling down the walls with his powerful claws he reaches the ground and scans about the back alley. From there, opens a seemingly unused barrel, and quickly retrieves his armor, an amulet, some heavier weapons, a heavy cloak, and some well-worn boots. As he sets his feet into several puddles and walks towards the alley's dead end, his footprints, caked in water, oil, and dirt slowly fade from view. Stopping in front of a solid stone wall, Nailz rakes his fingers across its surface. It stretches open allowing him passage into the safe darkness beyond the Bazaar. Then, it seals itself shut, with each brick layer flawlessly back into its original place. Upon entering the tavern, the floors, the tables, the walls and the ceiling are decorated with intricate geometric circles. All have symbols, glyphs and arcane writings etched into their surfaces. Some appear to be constellations, others eccentric works-of-art, and others are undecipherable. They never intercept or overlap each other and none are the same size, even down to a quarter-of-an-inch. They seem to garnish the attention first to any one who enters the establishment. "Welcome good patrons. My name is Ogiva Demont and this my establishment. Many comrades and good clients also know me as Ogiva the Nightbinder, Ogiva of the Ten-Thousand Pacts, and Ogiva of the Many Chains. It honors me to have you in my establishment. Please make yourself comfortable. Empty chairs, tables and booths await. Have my cheerful employees fulfill your orders." The Ranger and the Dryad is located within the Bazaar of the Bizarre and can be access only through this fashion. Think of it as a thread within a thread. You'll need to post some such about exiting the central through-street and entering the tavern. Someone will be there to serve you shortly. The locales of the Bazaar often call it the R&D. The Sanctum of the Sun As the winds swirl and gather momentum, a blazing flare of energy strikes from the heavens into the dry earth. The winds begin to congeal, picking up motion into a blistering fury that rotates clockwise with a new narrow axis touching the floor. The winds swirl faster and faster collecting dust, debris, and any material that can be scavenged on the ground and from the heavens. The flare grows in intensity and vigor forcing the funnel of air to spin faster and rapid. Sunlight begins to pierce the cracks in the aerial maelstrom. Then whirlwind begins to expand until it disperses, abating without further violence. Upon the site of its creation and just over the ridge sits a large temple structure. Assembled long, tall, curved, it is platted in gold so that it shines like the sun when the first rays of dawn strike it in the morning. Palm trees, soft green grass and water fountains cover the courtyard. Icons of the high sun and other motifs adorn the walls, floor grounds, and doors. The Sanctum of the Sun shines to all those that look at it. If you seen Pictures of the Wynn here in Las Vegas, that’s pretty much a description of it Sorry about the delays, but Thursday night my brother has problems at dialysis. Things got bloody, no really, and he ended up in the mergency room for the better part of Friday. He out now and everything is fine and he's back to norm for someone whose a type I dibetic. Legends and recently unearth journals state that the location of the Blackrock Tomb, once lost after the Battle of the Twelve, is located behind a waterfall in the Downshipp Mountains. An unholy vault, dedicated to hostile foreign planar entities and their foul mother-goddesses, whose interior has never been mapped now beckons to the foolhardy, greedy and curious alike. Likewise, all attempts to map the interior are somehow foiled. Earlier recordings stated that some passages twist and turn on their own through tainted sorcery. The tomb is also believed to be the final resting place of the Paladins of the Righteous Scar, a fallen knighthood now lost as they sought to extinguish the evil with the vaults of the tomb itself. Twin nude Mariliths form the archway and entrance, their many arms grasping their counterparts from some fifteen feet above the entrance’s floor. The tomb consists of several single corridors, all housing mirrors, duplicated down to the smallest detail and engraved with elaborate tactile knots carved into the woodwork into the stone by magic. Ghostly faces appear with in the mirrors, or sometimes colors but no shapes. Phantasmal sounds chime horrifically with armor and weapons scrapping across the stone floors of the tomb. Soon voices howl, then all is silent. Okay, add something productive to it. Pathfinder/Third Edition Revised [3.5] only. Tired of the same old cult. Tired of the dark dungeons and bloody alters. Has Orcus and Demogorgon got you down in the Abyssal dumps. I'm here to announce that I can add something better to your frosty winter day. Tired of snow? Tired of rain? Tired of Things that go bump in the night under a full moon? Tired of Battlestar Galactica? Come be apart of the Bright and Sunny Cult. I, your deity, Sunny Godhead will personally brighten your day in any way I can. Interested? Post your questions, and await for a sunny reply. I recently loaded my old microprose disc, the one that's labeled Magic the Gathering. God, it was a mistake. I haven't been able to keep away from MtG for a week now. I've purchased 2 ten edition starter sets, 4 booster packs and have allowed my older brother into the dueling me. Is this a problem? Am I selfish and rotten? Can I go cold turkey? Let the snide comments and character assassinations being. I skimmed through the DMG 4th edition and Barns and Noble this afternoon and it was as bad as I thought it would be. I hate to see what they have in store for the Realms...... Anyway, I did like the artwork presented in the book and I was wondering if someone can post a list of artist who submitted and published their works in this book. I'm keen on artists here at Paizo and there at WotC. Galap-Dreidel, The Keymaster of the Ghost Tower Once an archmage and cerebremancer of boundless power, Galap-Dreidel crafted the fabled Soul Gem to vanquish his enemies and expand his power over temporal mechanics. He extended his knowledge of planar enchantments and boundless energies by studying the limitless potentials of living souls (some would say incarnum). Scholars of ancient legend say his desire to covet the meteorite stone for himself was instrumental to his unrecorded demise. The Keymaster of the Ghost Tower thus grants binders the power to vanquish souls from their bodies, bend time and space to an astounding degree and open the limitless boundaries of the ethereal plane via psionics and magic Vestige Level: 08
Legend: How Galap-Dreidel became a vestige is lost to the annals of antiquity. Galap-Dreidel as the proverbial “renascence man” of his era. The Keymaster, as legends tell, survived long past the length of short human years and even longer still to tutor and train many sorcerers, wizards, and psions in his obscene longevity. One academic archive houses a journal of the infamous tiefling sorcerer Acererack and within its yellowed pages it is written the demi-lich bested his former master over a dispute of power. Surviving journals and scant documented personal accounts retrieved by two expeditions that braved the perils of the Ghost Tower of Inverness confirm his hatred of corporeal undead. Could a necromancer have been systematic in his fall? Any opportunity to question his vestige by binders has called forth no new lore. Special Requirement: If being vestiges of undeath weren’t enough, Galap-Dreidel dispises Acererack and Tenebrous for some other undisclosed reason. If the binder has made a pact with either vestige in the past 24 hours, then Galap-Dreidel refuses to answer the summons. If the binder has been “drained” of attributes, health, or acquired a negative level or more by an undead monster prior to the summons, Galap-Dreidel refuses to answer until a restoration spell or an arcane device of similar effect has been administered. Manifestation: When called forth, a clockwise flowing soup of swirling primordial ethereal quasi-matter spills over the boundaries of the seal. Galap-Dreidel, counter-clockwise, swirls up and out of the whirlpool from the center of the seal to answer the pact. The binder sees a flowing draped vestige that appears phantasmal and wisped like a specter. His face is phased out and blurred in a state of constant flux, much like a displacer beast in motion. His facial features are difficult to focus on and always impossible to identify. Sign: The binder’s eyes and their sockets are jet-black and appear hollow to anyone that looks at them. If one were to closely examine the binder’s open mouth, they would discover that it is jet-black and hollow, voided of teeth and tongue. The binder can see, speak, and taste normally however. The binder’s skin turns chalk white. Influence: Galap-Dreidel considered undeath and necromancy abominations in the art that is wizardy. In any given conflict, Galap-Dreidel will order the binder and his accompanying party to attack the strongest undead first, then seconds strongest, and down the line in ranks of power. Granted Abilities: The Keymaster’s abilities reflect his considerable mastery over living souls, time, and the ethereal plane. The Cerebremancer’s Chrono-archive: the binder gains access to Galap-Dreidel’s knowledge of wizardry and psionics. Thus the binder gains two of the following competence bonuses or feat, or any two combination upon completion of the pact: Knowledge: Arcane +16, Knowledge: Engineering +15, Knowledge: History +14, Knowledge: the Planes +13, Knowledge: Psionics +12, Delay Spell, Quicken Spell or Craft Wondrous Item. The Enmity of the Ethereal Soul: while bound to Galap-Dreidel, the binder is pushed slightly out of phase with the material plane. The binder thus gains limited access to the Ghost Template (Monster Manual I, pg. 116). He can use all three abilities, Draining Touch, Frightful Moan, and Horrific Gaze, every other round. He can use this ability in conjunction with his available psionic powers. Second, while bound to Galap-Dreidel, the binder gains a +08 resistance bonus to necromantic spells as if he were granted a protection from spells. Silver in the Mind of Time: The binder has access to a formidable pool of psionic talents once bound to Galap-Dreidel. As a standard action, the binder can use Dimension Door – Psionic, Ethereal Jaunt, Light Beam, Precognition-Greater, Sensitivity to Psychic Impressions, Telekinetic Thrust, Temporal Acceleration, Touch of Health, and Time Hop. The binder is bequeathed a pool of 32 power points. If the binder already has a point pool then it adds 32 power points as a bonus. The Touch of Impending Tomorrows and Other Yesterdays: While bound to Galap-Dreidel, the binder can bend the flow of time via touch once every five rounds. The binder can accelerate chronological decay in both organic and inorganic material or temporally “push” someone or something into a pocket of suspended time. In effect, he can disintegrate or use temporal stasis as a 16th sorcerer. The binder can stack his charisma modifier as a competence bonus against a specific target when using either of these powers. These abilities’ mechanics increase when the binder advances in level to a maximum at 20th level. These twin abilities can be used in conjunction with the feats provided above by Galap-Dreidel. Capstone Granted Ability
Time’s Anchor: Any corporeal or incorporeal undead struck by the binder via touch or any weapon in his possession must make a will save vs. DC 25 or be expelled onto a triple-lapping boarder region where the ethereal, the prime material and the temporal planes intersect. Once there, the undead monster is effectively trapped for the number or rounds equaled to the binder’s level plus his charisma bonus. Magical items that modify a charisma bonus stack in terms of the length of shunt. Second, this particualr ability circumvents spell resistance. This unique ability is ghost-touched, thus primarily used against monsters and undead who carry the incorporeal type and subtypes. Spell scrolls are nice but I also like other magical parchments and papers. Anyway, thanks to Tadask Nezerull for helping unintentionally flush out this magical item. Written in third edition revised mechanics and I expaned the spell's definition too. Tadask can be reached at the_dark_templar11111@yahoo.com Parchment of Three Blessings This uncommon magical item appears to a simple, yet folded receipt of purchase. Somewhere within the list of purchases, there is short series of three sevens. On the back of the receipt is a stamp bearing the holy symbol of luck or good fortune [I.E. Bes, Alymaine, Desna, Hermod, Norebo, Tyche, Tymora, etc.]. When the parchment is torn in half [a free action], the magic contained in it is released. The magic of the parchment bequeaths the recipient a +3 luck bonus towards the next three die rolls. No consecutive order is needed. This bonus does not stack with other luck bonus granted from other spells or magical items. Weak Enchantment, CL: 6th
Luck of the Draw
When this spell is cast, the caster gains a +1d8 Luck Bonus to any one Dice Roll on their next round. This bonus does not stack with other Luck bonuses granted from items such as a Luckstone, or a Staff of the Magi. Material Component: A small, eight-colored wheel and a Needle. Posted this a year ago and got a single response. I'm trying it again. Anyone running an entry (1st) level PBeM game in the Forgotten Realms, Greyhawk, Pathfinder, Goodman Gamnes, or any generic D&D 3.5 world? My daughter is a healer and a half-elf of good faith. I would like to play her in any reasonable game. Contact Ghregori Deccubus through my scribe Yreffrej of the High Desert at devilboy@anv.net Good Venture and Safe Journ. Posted this a year ago and got a single response. I'm trying it again. Anyone running an entry (1st) level PBeM game in the Forgotten Realms, Greyhawk, or any generic D&D 3.5 world? My daughter is a healer and a half-elf of good faith. I would like to play her in any reasonable game. Contact Ghregori Deccubus through my scribe Yreffrej of the High Desert at devilboy@anv.net Good Venture and Safe Journ.
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