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Freehold DM wrote: Err..yeah. I thought it was saturday myself. At least that was what the above posts said. Either way, I'm going down there today. Tequila Sunrise wrote: It's tonight. At least, it better be tonight because I have a game tomorrow. WHOAAA!! I set this reservation for Sunday! On Sunday afternoon guys! The 8th Pagan wrote:
I think james jacobs may be that dignified english fellow you see on those late night informercials who sprays on black ink from cans to cover bald spots on men's heads. And erik mona is the pseodonym for the porn actor who got blacklisted from the adult entertainment industry for excessive use of peanut butter on the set. ;-D Then again i could be wrong due to lack of sleep .... airports do that and the links by the way http://thetome.podbean.com/2007/09/19/the-tome-ep-29-james-jacobs/ http://forum.rpg.net/showthread.php?p=7834364 IconoclasticScream wrote:
I'll make it for 5 pm - i hope the weather holds up, i'm in the airport right now and on my friends iphone - sorry for the delay in the anwer but 7 hr flight will do that. Tequila, iconoclasticscream has my phone # feel free to tx me. And the hotel has had to deal with 'rowdier and more flamboyant' than us so we're as good as gold (platinim even). Tequila Sunrise wrote:
We have a cabbana to ourselves, i have the reservation under my name - would you rather i leave it under Paizo? (how about paizo secret society of gaming alchoholics?) Use the entrance on 13 st and hudson, for those using the subway take the 2/3 train to 12 st and walk west (unfortunately the train makes all local stops because its sunday so give yourself enough time.) I'll be there by 4 pm for any early birds getting my drink on. Fatespinner wrote:
here is a page with some excerpts from the book www.wizards.com/default.asp?x=dnd/4ex/20070911a Hear from the creator of the Realms himself, Ed Greenwood http://forum.candlekeep.com/topic.asp?TOPIC_ID=9905 and SirUzra wrote Shar and Cyric kill Mystra. As a result the weave goes crazy, Dweomerheart is destroyed. Azuth and Velsharoon go MIA in the Astral Plane as a result, leave no one to restore magic.
Tyr, Lanthander, and Sune move against Cyric, imprisioning for a 1,000 years. Lolth & Eilistraee seem to kill all the Drow gods in their little chest game. The Orcs establish a permanant Kingdom in the North. Myth Drannor's mythal is restored. Srinshee returns of Myth Drannor and give Ilsevele Miritar the Rule's Blade to become coronal. Queen Amlaruil returns to Myth Drannor, planting the Treee of Souls there. Cormyr goes to war with Shade after Alusair executes a spy. Avoun V comes of age and becomes the King. He's having problems with his nobles. Moradin leads an attack on Hammergrim and destroys it. Halaster is dead.
Basically it's all on the last 2 pages of Grand History of the Realms. The last entry is about Mystra dying and Spell Plague, her domain, Cyric, and Azuth and Velsharoon. The books ends with... "Sages in centuries to come mark the Weave's destruction in the Year of Blue Fire as the end of the old world, and the terrible beginning of the new." For a campaign that's NOT going to be a point of light setting, it sure does. So we don't know the fate of the Chosen of Mystra or the Sever Sisters, we don't really know what happen to the surface Drow, and we don't know how magic is restored to the Realms. Leading speculation; a new Mystra or Ao promotes Elminster, removing him from the land but not from Forgotten Realms. Phil. L wrote: I'm interested behind the dynamics for making their hit points less than they should be (if that is the case since I don't have the stats in front of me). Was it an oversight or a deliberate choice? Malcanthet lossed all that weight (excess hp) on her hectic move crossing over from the Abyss to the Hells. Tequila Sunrise wrote:
So are we on, i'll be in manhattan early friday - what time works. The reservation is for 4 pm but we can make it for 6 pm no problem - i wanted a little earlier because it is outdoors and mojitos work better in sunshine. Let me and Tequila know folks. Your paizo secret society needs you. Turin the Mad wrote:
She was double that on her home plane - but even the greater gods maxed out at 400 hp (again double that on thier home plane) were possible targets by a monty haul party. And of course no die caps on firebealls, lightning bolts and even no limit to magic missles ... all this in 3 core rule books! SIGH the good old days The Shining Fool wrote:
This is in part from the prolouge and epilouge of the Orc King by RA Salvatore .... and various quoted tidbits on the net by WotC staff. From the EN World front page: Iron Sigil [potent defenses when invoking spells of thunder or force] and Serpent Eye [enchantment, beguiling, and ensnaring] traditions (orb), disciplines of the Hidden Flame [fierce powers of fire and radiance] and the Golden Wyvern [battle-mages] (staff), and Emerald Frost adepts [powers of cold and deadly acidic magic] and Stormwalker theurges [spells of lightning and force] (wand). OOH Bring it on ! Sounds a tad like ... Magic the Gathering the roleplaying game. I can hear 8 year olds with access to thier parents disposable income around the world rejoice. Iron Sigil [potent defenses when invoking spells of thunder or force] and Serpent Eye [enchantment, beguiling, and ensnaring] traditions (orb), disciplines of the Hidden Flame [fierce powers of fire and radiance] and the Golden Wyvern [battle-mages] (staff), and Emerald Frost adepts [powers of cold and deadly acidic magic] and Stormwalker theurges [spells of lightning and force] (wand). OOH Bring it on ! Sounds a tad like ... Magic the Gathering the roleplaying game. I can hear 8 year olds with access to thier parents disposable income around the world rejoice. Erik Mona wrote:
C. & D. with a splash of A. i'm sure i'll pick up the core books and the Forgotten Realms guide after that ..? Pick up things that i like and can scavenge from the system and do a dr. frankenstien version with bits of 2, 3.5 and 4 ed. (it's ALIVE!!) And judging from the other posts i've read my initial hunch on what would happen re 4 ed seems in the right direction, namely - a LOT of resistance and fudging from the old guard (us) who may seem entirely anti the 4 ed change; yet many of us will still get the core books (i'm guessing 90% of us will get the PH) and those few who stuck with 3 ed or even earlier editions will decide to go all in this time around. So a lot of us who are apprehensive with the changes 4 ed may bring are still going to pluck down $90 - $120 to WotC. They've got some fancy/smart folks out there in toyland. Valegrim wrote: on a lighter note they dont make good salsa in NYC either. Nice place to visit; but I wouldnt want to live there. THERE IS (almost) NO GOOD MEXICAN FOOD (salsa and guacamole et al) IN THE CITY!!!! I actually had a 411 phone operator lamented this fact to me when i first moved to new york and i was calling about maxican restaurants. Niether is there an In and Out Burger (Sebastiian is blessed with these in his neck of the woods) and thankfuly a Trader Joe's finally opened. Sorry, done venting. CourtFool wrote: It has been my perception that material components were largely ignored anyway. You've never had a ranger and his wolf hound companion track an enemy wizard by the scent of his bat guano and rose petal material components? i also mention seen material components of npc mages to players a harbinger of the spells to come ... giving them a foreboding of what spell is targeted thier way. The Last Rogue wrote: Interesting stuff about wizards channeling through staves, wands, books, and orbs. Check it out on the site. They had 1 ed magic users channeling through staves and wands in Dragon magazine ( !! ) and they could read from thier spell books in a pintch (destroying said spell from the book). Let's get this secret society started shall we. i'm taking an early flight back to NYC. Would the NYC crew be available Sunday Sept 22 ? i booked a cabbana at Ono at the Gansevoort hotel (13 st and hudson) for 4 pm - i get a generous discount as i do thier pr. i hope mojitos, sangrias, margaritas and japanese food works for you people. Nicolas Logue wrote:
Very sorry to hear about what happend, i'm glad your wife, although shaken is alright. I was robbed by 3 guys in NJ (new yorks ugly sister) and the @#$! took my passport and watch from graduation to boot! Before we lose you to TN or CA (LA is not indicative of the rest of beautiful california) lets get the NYC paizo group together shall we? - i'm taking an early flight back to NYC. Would the crew be available Sunday Sept 22 ? i booked a cabbana at Ono at the Gansevoort hotel for 4 pm - the first 3 pitchers of drinks are on me. Cheers So i take it your wife's new favored enemy are burglars? Fizzban wrote:
This is from the "So Saith Ed (Greenwood the FR creator)" portion of www.candlekeep.com and is dated JAN 2, 2007 - Quote- No, Toril is not (and never was) a moon. But (though NDAs prevent me from saying one word more on this), I remind scribes that the name is Abeir-Toril, and for the last few decades, all we've seen is Toril. Hint. Hint. i'm saw on another thread about how Toril had supplanted Aber-Toril over the past decades. The signigicance of this is Aber-Toril translated to "cradle of life"... With the turmoil of the Spellplauge, return of Netheril, the "joining of 2 worlds", et al... "cradle of life" would not be such an apt name anymore. Hence the shortend Toril (Life - or what passes for it 100 yrs from present continuty). So FR gets the full WotC treatment and becomes an official "Points of Light" world. I bring this up because the statment was issued in Jan 2 - so as far as Ed Greenwood was concerned his shared world was already slated for upheavals from that point on... Pity. All good things do come to an end... Well at least we still have Dragon magazine ... er At least we still have the succubi to shower us with thier charms ... um, wait. nevermind Sebastian wrote:
EVERY ONE knows that WotC HQ is the ceter of the Known Universe. I was born in Belgium but moved to San Diego by 2 1/2 and always considered myself a cali (not a bore from LA despite getting my education there) and even when i moved to London and then New York i remained a proud cali ... then 9/11 happened and i became an Imperial New Yorker. And as an aside, what is this Michigan you speak of ? Will it be covered in pathfider or the game mastery product line ? Baron Arem Heshvaun
He Who Does Not Spellcheck And He Who's Wardrode Rocks The Bane of Grammar Foe to Pigeons Nightlife Empressario Devourer of Things Chocolate Saint of Blue Cheese and Maple Bacon Patron of Not All Who Wander are Lost The Empire is Forever!! IconoclasticScream wrote:
DDINO - LUV THAT! (to the tune of old McDonald - http://kids.niehs.nih.gov/lyrics/mcdonald.htm) There was a Wizard who lived off the Coast. D - D - I - N -O
(And the dog stunk on ice!!) (ahem) As to timing the meeting, i'm most likely not in NYC until Oct 2-3 but will be in town until late december. I would hate to miss the 1 st paizo community NYC meeting of the minds but if you guys meet please keep good notes and dont form a competing toy company just yet. Please. janxious wrote:
janxious i'm getting some of the items for some officers in the airforce who are on duty abroad (the minis and the magazines) and was hoping to get my hands on Underdark if it was in good condition but monster ecologies i can send to you once this all pans out. secretturchinman wrote:
IconoclasticScream wrote:
Does paizo carry + 4 keen bane (false game designer) baseball bats of submission? Do they have them in cherry red? But seriously, how bad could 4 ed be? (complete and utter silence) hello guys? guys??? where did everybody go? Nicolas Logue wrote:
IconoclasticScream wrote:
I do the pr for 3 hotels and a few restaurants in the manhattan (big discount on food and beverages yeah!!!) and host 7 lounges/night clubs in the city (even more beverages :-) ) but i will not be in the city until Oct 2 - 3. i can help facilitate meeting places in the city where we will have the run of the place! Just no talk about 4 ed until AFTER the meal! Looking forward to this!! secretturchinman wrote:
I will very surely pick up most of what you have! (i'm especially keen on the minatures and magazines because i plan to send them to a friend who are on tour of duty abroad). If not a drink to seal the deal then a brunch at 1 of the places I do pr for - we can lament 4 ed together. Hope to see you early Oct. The dark elf who unleashed the Casket of Endless Winters in the Thor comic is named Malekeith the Accursed (hows that for a name for a drow diety of unluck and undeath!) - you can even add on to that: Malekeith, the Backstabber, the Unheralded, the Thrice Cursed (Unluck, Undeath, and like the Drow themselves Undesired!) Furthermore in the the comic book Malekeith masqueraded as the Huntsman from the Celtic wild hunt; maybe certain members of his cult/church masquerade and infiltrate other lands to destablize/coerce those lands to prep them for the day the drow make thier bid for empire. At the very least "the Backstabber" could have been the ancient drow mage-king who made war upon the other elves thus forcing his people to flee to the lands they now inhabit (we had a mage king - see where it got us! Let's stick to the matriarch b**ches who flay us with thier whip daggers). You can even use the Giants series from 1 ed (particularly the Frost Giant jarl part) and have 1 of the more militant drow cities begin a war by sending allied/enslaved giants into other lands neighboring the drow city. And there may be drow sect that form alliances or even subdue white dragons - the Cult of the Great White Wyrm, similar to FRs cult of the dragon except that instead of dracoliches you have ancient white dragons with tattered wings from a former ice age pulling the strings. Also this will be a great way to explain the numerous sorcerors in the mentioned matriachy above. ... and then there are the oger magi eunichs with thier frost hounds (hell hounds from the 8th layer of the 9 hells) who safe guard the matriarchs ... but i'll save that for another post. Vattnisse wrote:
I was reading your post and vattnisse and aberzombie beat me to the puntch!! Since the traditional drow have the thier inherent magical powers as a result of "centuries of exposure to underdark auras/radiation" the "eldritch energies" of the frozen north can be replace the source of said abilities. The dark skin can be a defence mechnism for the frigid cold as well. I would keep the spell like abilities - maybe give them "cold" based motiff. The dark elves of Norse mythology have a little similarity to the drow you are tailoring. In Marvel's comics The Mighty Thor - A male dark elf sought out and found an ancient artifact named "The Casket of Endless Winters" with which he summoned deathy cold temperatures in a small locale at first but left unchecked the size of this annomally would grow and given enough time could in theory plunge the world into another ice age (something to think about). I very much like the idea of them breeding suped up magical beats - polar bears, huge wolves, linorms, rhemorazs, even furred snakes! As for weapons - whip dagger would be great in keeping with the animal breeding motiff! Perhaps ice cold daggers or trident wielding near berserker type fighters? (there is at least 1 trident wielding drow in FRs Menzoberannzan). And javellins (of cold!) replacing hand crossbows (javellins were common among the drow of 1st ed!) While not having access to poisons the way traditional drow have, perhaps your drow can be masters of potions - maybe strength enhancing (but intellect devouring) salves for thier trident carrying "berserkers". Perhaps the Drow cities are interconnected by heavy assortment of tunnels (thus while they are above ground they still have to deal with underground races like mindflayers and aboleths). As for keeping the matriachs in power - yes that would help single them out as a different race, perhaps instead of priestesses make them a caste composed of rulers who are a form of sorcerer/bard similar (again) to the skalds of the Norsemen while the males are the traditional wizards who need books to spit magic out. Aberzombie wrote:
I could not agree more!! i was thinking The Queen of Air and Darkness myself! Her Fey Dark Majesty would be perfect! The drow would rule the surface ice tundras but have to worship in the dark tunnels beneath their cities. secretturchinman wrote:
I'm not back in the the good US of A just yet but will be by Oct 2 - 3, if you do not renig on the offer i would like to purchase most of your offer for $175 and a drink on me. (please tell me the best way to reach you regarding this) thank you and luck with the Hero campaign Chris Mortika wrote:
In my campaign world the humanoid races war upon each other almost as much as they do with the humans and demi-humans; while humanoids may barter/trade and form “alliances” with one another for a time these are for the most part short lived. An orc tribe will just as often pillage a human community as it would go into and raid a goblin tribe’s land or another orc tribe’s territory for that matter. That being said here are a few distinctions I have made with the humanoids in my home campaign, since these are rather "lengthy" short guidelines i’ll break them down by race/per day and these are just general guidelines and there are always exceptions “to the rule”: Ok on to the sons of Yeenoghu: gnolls Gnolls are tall, hyena-faced humanoids who wander in loose, ever nomadic clans. They are chaotic scavengers and cowards at heart. The word “gnoll” is a bastardization of “ghnoh llall” which is the rough equivalent in High Elven for “eaters of filth and carrion.” In centuries past gnoll clans are often dominated by their females; a clan can comprise of up to 200 individuals. Each clan has their territorial hunting grounds, spending their days in caves or temporary make shift shelters. Females traditionally form the core of the clan, and they have a loose hierarchy where the stronger females get a larger share of food than the weaker ones. Males tend to be smaller and even more violent, screaming and whooping, and biting when the females won't let them have their way; occasionally a number of them will gang up on a female and beat her if no other females are around to stop it. Males are usually transients, and unlike any other humanoid race, wander from their birth clans and often move from one clan to another clan in their harsh lifespan. Females have genitals that look identical (!) to those of the males and they don't develop breasts until they're pregnant or nursing, so often the only way to tell the sexes apart is by their size (again bigger than males), or by the female's jewelry, ceremonial body paint, scars, and elaborate tattoos. In combat the females fight alongside of the males, if not actually in fact leading the charge. But gnolls will never attack a stronger force; they as a race are nowhere near as militant as the hobgoblin tribes or even the common orcs. There is no gnoll word for “coward” – only “bravely prudent,” “wisely cautious” and “the great warrior who chooses to fight another day.” Also unlike most other humanoids, gnolls normally eat the sick and frail members of their clan. Young gnolls try to kill and eat one another from the moment they can walk, which is usually in a few months from their birth. However less than a thousand years ago the dominance of the females were challenged by the shaman and witch doctor caste brought about by a great number of race’s males turning to the worship of the demon Yeenoghu. The gnoll race is tied to Yeenoghu just as the demon prince is tied to them in return. In the earliest days of their race, gnolls worshipped the phases of the moon, screaming and singing their yipping howls at the “white eye in the hunter's sky” - the great hyaenadon spirit, Gorellik. From his ever moving stronghold that rolled ceaselessly between the endless wastes of two stark abyssal layers, (the 421st and 422nd - the Salted Wound and the Seeping Woods) Yeenoghu marveled often at these carrion eaters, and the demon lord determined that the entire race would be his. By appearing in visions to the more craven and malicious of the disenfranchised males he slowly brought about his worship in the span of a century. He succeeded largely by offering more power than the “white eye in the hunter’s sky” could. With the power of Yeenoghu bestowed upon them, many shamans and witch doctors have grown to dominate their tribes. For the followers of Yeenoghu, the pursuit of more and more worthy carrion is the most holy act they can pursue. The grisly body parts Yeenoghuans use as trophies are scored with patterns of knife or tooth marks to indicate the corpse's previous status. Important and strong, intelligent, or charismatic beings are be targeted so that they can be slain, buried, and eaten in ceremony, all in Yeenoghu's name. Yeenoghu desires to spread his dominion to all those who consume corpses, thereby cementing a continuous symbiotic loop between himself and his favored race. Yeenoghu's following is strongest wherever food is scarce and corpses are common. Makeshift shrines to Yeenoghu always contain a trophy room, as well as a filthy cellar in which corpses can be allowed to “age.” The remaining worshippers of Gorellik treat their hyaenadons and dire lions better and eat carrion as a matter of mere neccessity instead of being a sacred imperative as Yeenoghu's followers do, and they tend to be still matriarchal. In instances where both powers are revered, Yeenoghu is always more important, since his fading rival lacks the personality to inspire as much as he once did, while for the gnolls the demon prince's moon is waxing or full, still active and interested in mortal affairs. In rare occasion, in some Yeenoghu-lead societies, the favored shamans and witch doctors will be “rewarded” in death by being transformed into the undead form of ghouls to lead the community in blind hunger long after their reign should have ended (similar to the lichdom embraced by some human leaders). In my campaign world there are two other distinct races of gnolls, both rarer and somewhat stronger than the “common” gnoll: The forest dwelling Gnoles (or at times called Skaven by sages) have emaciated wolf like heads, longer hair, stronger physical builds and count tribal wizards and sorcerers among their number. Most of the race still worships Gorellik as their patron. Rarer still is the lion headed Flind – while but one eighth in number as the common gnoll this race all but dominates the other breeds when they are encountered together. Among the most successful gnoll tribes are those led by flind masters. The gnoll language consists of high and low pitch barking and whining, their grutal howls at times sound like laughter. They are not – many rangers and forest hunters know to hear the sadistic “laughter” of the gnolls is often the harbinger of death … or worse. BluePigeon wrote:
I would really love a 2 nd ed game towrds the end of august - let me know if you need an experienced player or a co scenario designer! I have all core rulebooks and a good number of the FR and Ranvenloft supplements as well. And 90 percent of my dice are 2 nd ed compatible. Including a D 100 that lloks like a large golf ball. Baron Arem Heshvaun In my campaign world the humanoid races war upon each other almost as much as they do with the humans and demi-humans; while humanoids may barter/trade and form “alliances” with one another for a time these are for the most part short lived. An orc tribe will just as often pillage a human community as it would go into and raid a goblin tribe’s land or another orc tribe’s territory for that matter. That being said here are a few distinctions I have made with the humanoids in my home campaign, since these are rather "lengthy" short guidelines i’ll break them down by race/per day and these are just general guidelines and there are always exceptions “to the rule”: Orcs: by far the most numerous and most widespread of the humanoid races, there are nearly as much orcs as there are goblins, hobgoblins and bugbears combined! Orcs can be found in the mountain ranges, deep in the caverns of the Underdark, and even in the extremes of the arctic circle. They breed faster then any major race. This is a key factor because when the orc population starts getting unmanageable some warchief or great shaman declares the formation of a Horde which then spills out of the "lands that One Eye gave us" and heads out to the "fodder lands" (the more civilized lands of humans and demi-humans). The largest Hordes (some 10,000+ or even more strong) are the amassing of numerous tribes (8 or more) and are thankfully rare – roughly once every 80 years or so will these great War Hordes appear, but there are smaller Hordes under lesser orc chiefs which are formed more frequently. When these Hordes come out of the mountains they storm other humanoids and monsters' territories indiscriminately, they push small bands of trolls, giants and even the occasional lone dragon out of their own lairs and into the more civilized lands – (thus wandering monsters :) ) – many a time has the rampage of wild animals or brutish trolls through a human settlement been the herald of an orc Horde a few days march away. There have been more dwarven holds, elven enclaves and human settlements that have fallen to an orcish Horde than any other humanoid invasion or dragon flight over the centuries. In fact, only the wars between the elves and drow as well as the wars among humanity against itself rivals the scope of the destruction of the orcs have wrought over the 4 millennia of recorded history. Orcs form tribes and are very territorial. Small tribes may sometimes pay tribute to a larger tribe in the area, may relocate, or often decimated and/or absorbed into the larger tribe. Small tribe will be some 400 in number while larger tribes can reach up to 10 times that number in some very rare instances. An orc tribe normally worships each of the orcish gods in turn but will single out 1 of orc pantheon to be their divine patron and the tribe will take on the distict characteristics of the god they hold as their benefactor. For example, a tribe that holds Bahgtru (the god of strength) as their patron will hold wrestling matches almost daily, will have a number of berserkers among the tribe and will prize brutal savagery over skill or arms or battlefield tactics. The males will be larger and stronger than most other males in other orc tribes but will have somewhat of a lesser intelligence as well. A large portion of these orcs use spiked gauntlets in combat and normally charge headlong into battle with disregard for any group strategy save for “kill anything that is not with us”. The tribe may have ogre slaves amongst their number, on rare occasion possibly even a subjugated or renegade hill giant. Very little of the tribes food source comes from farming – hunting and more often than not pillaging is the tribes' main source of food. By contrast an orc tribe that held Ilneval (the god of warfare) as its patron will prize combat strategy and tactics above sheer strength. Morale of the tribe would be highest during times of outright war. The tribe will have a ready supply of weapons and armor of the quality found in most human kingdoms. The tribe will be more willing to make alliances with other orc tribes and other humanoid races. They hold militaristic hobgoblins to be NEAR their equal and would prefer an alliance with them as opposed to gnolls or lesser goblin kind. While the orcs’ swords are long and their shields broad their armor would only cover their front arc, the rear part of their armor would be intentionally left bare because no opponent should ever see the back of an Ilneval orc running from the field of battle!! Of the orc race Ilneval tribes are the most likely to develop siege engines and heavy warmachines. (important note: while each tribe has a different patron nearly all orc chiefs hold Gruumsh One Eye as their races’ patron and placate him as well) (really important note: there are No orc paladins in my campaign world!!)
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