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Warforged

Michael Brisbois's page

69 posts. 1 review. No lists. No wishlists.


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el_skootro wrote:


Texaco. This one isn't all that well known in the English-speaking world (hence the link), but it should be. I'd sum up Texaco in one word: Creole. Niot just in language or culture, but in the sometimes conflicted, often confusing Postcolonial experience kind of creole.

I actually saw a very interesting paper on Texaco a few months ago at a regional MLA convention. I haven't read the book myself, but the paper dealt with the messiah motifs in it.

My (current) top 12:

Lord of the Rings, Tolkien
The Amber Chronicles, Zelazny
Appleseed, Masamune
Sandman, Gaiman
Credo, Bragg (published in the USA as The Sword and the Miracle)
MacBeth, Shakespeare
The Grapes of Wrath, Steinbeck
Ulysses, Joyce
Four Quartets, Eliot
The Age of Anxiety, Auden
Gilgamesh
Go Rin No Sho, Miyamoto


Our crew is,

Del, a changeling rogue
Sylph, a tiefling bard
Mil, an elven wizard, and
Valkyrie, an aasimar cleric of Desna

So far, the wizard has taken up the fighter's role.


I'm planning on using the high-level 16-20 material in Monte Cook's Ptolus stuff. I'll make it a different plot arc, but one that will be hinted at; I have two planetouched that need accounting for and I want to make use of the major dungeons in the book while converting to house rules is easier than converting to 4E.


I'm going to start running a Pathfinder Chronicles game set in Sandpoint, but not using the Rise of the Runelords path. I'm going to transfer D0 and D1 to the location and will post the conversion, but I wanted to see what other people might be doing with Sandpoint and other pieces of Pathfinder.


While I'm not in a rush to see the downloads up, I do want to just say that Christopher West's gorgeous Lands of Mystery map would be appreciated as a download, if possible. After you've recovered and can get around to it.


I would like to add my voice to the call for a pdf of the map! Then I can really wow my players.


Any idea when the free download of the Player's Guide will go up? Sorry if this a question already answered.


A quick question about the new Paizo setting: does it have manuscript or print culture? I'm really hoping it will go with manuscript.

As a secondary concern, the setting so far shows no sign of the magico-technological elements that settings like Eberron has, that is, railways and flying ships. I'm hoping these will not be appearing in the setting. I really like players getting around on horseback.

I can always houserule things, but it will influence my decision to use the setting as it, or make a homebrew and convert the Pathfinder materials.

Michael Brisbois


I was wondering if any of my fellow Pathfinder subscribers are looking forward to Paizo using just OGL material, particularily only SRD materials, with new material in their adventures and and Pathfinder? My enjoyment of Dungeon has occassionally been curtailed by the recent trend to include PrC and feats from books that I have no interest in (which, I have to be honest, is just about anything WotC has released in the last three years).

After reading through D0, I was very pleased.


evilash wrote:
"At Thassilon's dawn, the Runelords held that wealth, fertility, honest pride, abundance, eager striving, righteous anger, and well-deserved rest were the seven virtues of rule—rewards that one could enjoy for being in a position of power."

I missed that in a blog entry. Unless the Runelords are supposed to be idealized benevolent rulers, that these are more of an ideological justification for tyranny and feudalism--neither of which are a good thing. I'm hoing for something like what Thraxus posted above.


I'm interested in the Sin Magic, but it sems like a DM tool (and that's fine, I'm the DM), and I'm hoping you guys will line up an opposing set of Seven Virtues (e.g. Courage, Restraint, Generosity, Diligence, Mercy, Charity, and Humility) for players to use. Clearly divine casters could have fun, but arcanists could make use of the character hooks it would provide.

Here's hoping!


What about Canadian delivery? I'm excited about the OGL focus, becuase all the reference to WotC supplements I'd never by was getting tiresome.


One thing I really don't understand is why colour became a standard. I perfer BW art in my RP supplements. Plus, it makes the books cheaper.

I reel the same way about hardcover as well. What a waste of resources that is. For core rulebooks yes, supplements no.


It hasn't cramped my games too badly. Dungeon has become more important, but as an "experienced" DM of a certain sort, I can wing things comfortably. I even managed a great homebrew. My wife plays with our group, and everyone was and is good about kids, so that plays a factor.


The last two paths have ranged far and wide in terms of travel and have dealt with a very grandiose and/or cosmic themes. Why not have an adventure path that revolved around a place, preferably a small community. The APs have lacked depth in terms of breadth at various points and I'd like to see a AP that doesn't follow the tracks of one plot for 20 levels. What about telling a more local story.

Other posts have suggested the idea of using mortal foes as a focus. This approach would make the adventures more easily adapted to setting with a different or dissimilar cosmology.


Hello all,

I'm getting back into using Dragon after a year-and-a-half hiatus. I am wondering which issues have core belief articles in them, as they will be a priority in my back issue buying.

Michael


The Cast

Carver, a halfling ranger
Conrad Tombs, a shifter druid
Jaxon, a Cyran fighter
Persephone, a kalashtar soulknife

The Story So Far

998 YK (Year of the Kingdom)

It is the month of Eyre in the Eldeen Reaches and the first signs of spring are breaking through the last of the winter snows. As the plane of ice nears its completion of its five year orbit, the world is growing colder, and if crops are not string this year, then many will starve as Khorvaire’s next winter will the coldest in recent memory.

Six months ago in the Lhazaar Principalities, the soulknife Persephone was summoned before the woman known as Grandmother. She imparted a terrible prophecy of a great evil rising in the Eldeen Reaches that will usher in a new age of darkness. Persephone then embarked on a sea voyage across northern Khorvaire stopping most notably in Thronehold, the neutral island in the heart of Scion’s Sound, where the Kingdom of Galifar once held court and where the Treaty of Thronehold ended the hundred year long Last War two years ago.

Upon meeting an agent of the Path of Light in Merylsward, a port town in the Eldeen, Persephone is told that a young seer in Zilargo singled out Persephone as the one soulknife who must face the Age of Worms. Another seer suggested travelling to Dagger Rock in order to seek out someone named Heofreth.

At the Grain Stones, a circle of seven stones half-a-day’s ride from Dagger Rock, the druid Conrad goes to gather water for his master and fellow student. He makes the tal for Master Heofreth while Braid, another druid, makes breakfast. Heofreth has had a vision and askes Conrad to go to Dagger Rock, get some minor supplies and await a woman named Persephone. She is to be brought to Heofreth.

The evening before, the ranger Carver brought down a buck and is triaging it to town when she notices odd lights at the old observatory. With little time on her hands, she heads to the ferry in the morning and goes into town. She sells the buck to Andovan’s General Store and finds the Sheriff, Sidon Bearclaw in order to mention the lights. The Sheriff had to arrest two Aundarian nobles who came to town to hold a duel and is a bit overtaxed at the moment, but will check out the Old Observatory when he gets to chance.

Conrad finds Persephone and takes her to Heofreth that night. In the morning, Sherrif Bearclaw asks Carver to accompany him out to one of the local Cairns to check out a report. They find the door blown off, possibly from the inside. No tracks are found, so the two head back to speak with the druids.

Meanwhile, the swordswoman Jaxon arrives in town trying to start a new life after the destruction of her homeland, Cyre. She chooses to stay at the Half-Ogre Hostel, but becomes quick friends with Eric and Dana Kyr, two refugees living in the old keep and running a gardening business.

After the dinner hour, Conrad and Persephone arrive at the Grainstones. Heofreth is taciturn and contemplative as the soulknife relates her story. Heofreth releases a pigeon, while Braid tells Conrad that the master has been tense and restless all day. When the bird returns, he orders Conrad to take Persephone back to town as quickly as possible and to find Sidon Bearclaw.

Bearclaw relates the events at the Whispering Cairn, called so because of the strange noises that emit from it. The Cairn was resealed some four years ago during the war, previously explorers from the Wayfarer Foundation had tried to explore it, but went missing and were never found. Conrad gathers a few other hands, Jax and Carver, to accompany them to the Cairn.

Throughout the next morning, the party inquired at local farmer’s homesteads about the Cairn and eventually reached the Cairn. Most striking about the design of the tomb is the symmetrical and geometric quality of it. Cleverly concealed tubes produce the whispering, muttering sounds that ward people away from the area.

After Conrad dealt with two wolves that had taken up residence, speaking with them, but learning little, the group moved deeper into the tomb. They noted a beautiful, if faded, fresco showing glowing lanterns representing the rainbow. After passing through a heavily cobwebbed passage, they entered into what was latter discovered to a false tomb. There were seven short passages radiating out. The party discovered that the sarcophagus could be rotated and in some cases, would cause an effect in conjunction with a lit lantern.

Some turned out to be traps design to crush trespassers, while on passage became a deathtrap by using hypnotic patterns to paralyse the adventurer while growing winds threatened to push them over the edge of a fifty foot fall. The party faced horribly insect swarms and a pair of grotesque floating eyes, connected by raw flesh and nerves.

In the exploration of the tomb, the party explored two secret areas before uncovering the true tomb of the cairn. Before they can access the tomb, the party must first make arrangements with the ghost of a young boy, Alastor Land, who died in this chamber after running away from his home.

The party takes his remains to his families land in order to bury the boy with his family, allowing his soul to find rest. The heroes find the graves robbed of bodies and a wounded owlbear. Conrad speaks with the owlbear finding out that four men killed its mate before fleeing with the corpses. The party finds one of the local Wardens of the Wood, Rhen, who intends to follow up with this problem at the Feral Dog, a nasty inn a day down the road.

The party battles wind warriors to gain access to the final resting place of the annihilated hero, Zosiel. In the true tomb, frescoes are found showing a great war between the Daelkyr and the goblins of the Dhakaani Empire and the Orc druids who eventual barred the evil servants of Chaos. A heroic being, apparently a creature connected with elemental air, dies at the hand of a creature wielding a sphere of annihilation.

After solving the riddle of his identity, the tomb glows blue and reveals a seam in the sarcophagus. Inside, the party finds a silver diadem with an unknown glyph, a pair of black horns with read tips that match the horns of the creature in the fresco and a pewter box covered in constantly mutating glyphs.

Despite their success, the party is uneasy-the floating eyes, called a “lurking strangler,” which area form of aberration used as scouts by some wizards. This compounds with the lights at the observatory and the robbed graves to suggest that a mystery is still unsolved. The party leaves the tomb sealed and the lanterns removed to keep it inactive.


I'm just glad you guys provide free stuff. It's a reason I re-subscribed after several years. I'm very happy you are including an outline of each adventures plot. It really tipped my desicion to run the campaign. Good work guys.


I'm also running AOW, at least the first adventure in Eberron. I didn't really dig Diamond Lake and as my current campaign spent a lot of time in Sharn (around eight levels) I used an old Dungeon village, Dagger Rock (anyone remember the Half-Ogre Inn), and set up shop in the Eldeen Reaches.
The proximity of the Demon Wastes and the ancient, orc, druidic, and daelkyr landscape features will tie quite nicely to the current adventure. I figure I can use a city in Aundair as the "free city" if I need to.
While my players are still settling on their concepts I've got a human thief-from-the-city, a Talenta halfing ranger and a Shifter druid.
Currently I'm debating if I should make a missing child the reason to investigate the cairn or not...

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