Drow Priest

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Organized Play Member. 40 posts (42 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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Does anyone from the guild play on the server anymore? I've been on a couple of times, my friends list filled with the names of all the toons in the guild, and no one is on.
My roommate and I and possibly another friend are wanting to move our horde characters from another server over to another normal server and I suggested this one.
Anyway, was hoping to connect with someone from the guild, if it's still alive.
Right now on Velen, until further info, is my Blood Elf Death Knight Ssessividia.

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Lilith wrote:
*shameless bumpery, accompanies by cookies*

Bumping right back at you!

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My roommate and I are looking to join a game in Portland, OR/Vancouver, Wa. Our current group is flailing and we would like to get in on something good where someone else is the DM, since it usually ends up being him or I, not both being able to play at the same time.

So give me a shout, I would love to play in an actual Pathfinder game on a regular basis.

We normally played once a week.

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Little late, but if people from here are still playing...

Thelanis server:
Sayyadina Moonsilver Cleric 1

Just started back up and don't play ALL the time, but would like to play more with people.

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I have posted the info to the Pathfinder RPG Facebook Page. I am hoping that will get more info out to people who may not see the message board posts about it.

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I know at one point over at wizards.com, they did a whole article on the value of a gold piece and how much it really was worth compared to the value in real world...

It came down to a pretty close costing of what copper, silver and gold would buy.

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I would add another subscription to my growing list, if Pathfinder did to d20 Modern what they've done with the 3.5 line. I think it's mostly based on the dedication that the Paizo team gives to their creations that really makes me think that their d20 Modern would be sound and solid and incredible.

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My favorite most loved character was a cleric of Eilistraee. She never wore heavy armor. She was still badass and had no real problems getting her AC up by the time she was retired.

With the 3 extra feats we now get, if we want heavy armor proficiency we can afford it.

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I think I would truly love to see a book dedicated to Spelljammer-esque adventuring.

I know that there is the website that has the 3.x conversions on it and all that, but with Pathfinder having planets in its system, I'd like to see the Pathfinder Spelljammer.

Of course, I'm sure they can't do it, because Spelljammer isn't open, but something could be figured out.

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I'm gonna have to go with James Spader in the movie Supernova. Yum.

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So, just to let you in on what my group did with your beautiful map and locations...

The Lands of Mystery map was used to represent a vast section of a world that was destroyed many years ago.
The Elven deities had their grudge match out, unfortunatly taking their war to the Material Plane. In the end the forces of Corellon and Lloth were evenly matched and to strike the final blow to Lloth, the Seldarine became one entity.
Anyways, that history is pretty long and drawn out, but in the end, the world was ripped apart and the Seldarine granted all their portfolios to Eilistraee. To save the last of the races left on their world, Eilistraee ripped a chunk of the world away and sent it out into the vastness of space.

The Lands of Mystery now move through the darkness of space with Eilistraee keeping the land magically alive and preserved until they can find a new home.

It leaves everything pretty much as you've represented it, with a touch of Spelljammer thrown in and of course threats from other entities, including using the Savage Tide AP. Which only managed to go for the first installment before the group fell apart, but I do hope to resurrect that Campaign again.

Anyways, I pull the binder out that holds all the maps and the main map and look at it fondly, waiting for the day that we get more.

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Okay, so what's going on Mister West? Nothing lately on the lands of mystery and nothing on the wizards website in the maps of mystery section.

I know you're a popular and busy man, but anything for us poor slobs here?

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Empires of Aeridea

It so is just the bare bones of the outline. Just started it. As I reason things out more, I will flesh out the wiki. Due to work though, I can only get to it every so often.

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Both posts help a lot. Paul's helped with giving me a much needed resource I didn't know was out there.

Ubermench, yours helped with expanding upon ideas already waiting around in my head.

I have planned it to be a high fantasy setting. Psionics will be very prevalent, taking over the place usually secured for high magic settings such as Forgotten Realms.

Magic has only been around for about 1000 years now. There is some natural distaste for it from the psionic empires. The arrival of Miranavu and the goddess Eilyrria disrupted the very nature of the world at first, throwing many things into chaos. The inhabitants of Miranavu were at first very unwelcome as they attempted to go into the world and integrate themselves.

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So, as with most gamers out there, I have a world brewing in my head. I would enjoy some input from other players/homebrew campaign designers.

The campaign is tentatively called "Empires of Aeridea".

The idea behind it is that when the world was primitive, it had no gods and the humanoids that lived there already were very barbaric and tribal.

Throughout history, humanoids and such have arrived, slowly populating the world, making their mark.
The first to arrive were psionic races, fleeing from some unknown horror. They traveled through the Sea of Silver Light (Astral Plane) and found Aeridea. This introduces us to the Six Hidden Houses. The Houses spread across the world and began to form the first civilizations, inducting the various barbarian tribes.

For an Age, the psionic races flourished. Their kingdoms and people were dominate. Then came the elves on their space-faring island, Miranavu.
Miranavu had traveled hundreds of years across the Starry Night (Space) and the power of their goddess Eilyrria was failing. Aeridea was the closest safest place she could find to bring her people to.
Miranavu was populated with thousands of elves, drow and the standard races. (There's a whole history dedicated to this part, but will put that up later.)

So there's a little introduction to Aeridea. I have lots of ideas in my head, but one of the most undeveloped and difficult for me is what this world would be like advancement wise. I know that the psionic races make the greatest impact on the world, but what would this world be like if magic isn't introduced until only short (relatively) while ago?
I keep imagining a world of a more modern feel, where psionics is technology, so to speak, while still remaining a fantasy setting.

So, if you have ideas, let me know.

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I personally would love to see some kind of stand alone product along the lines of E-Tools. I think CodeMonkey were doing a great job with the product. I appreciated that for the most part, E-tools was easy to handle and was dedicated to pretty much D&D/d20 Modern.

I realize that E-Tools didn't make it too far, but I feel this was in line with the fact that Wizards seems to like to hand their stuff to other companies and then basically abandon it like a red-headed step child.

Anyways... something like that would be wonderful. And of course a Pathfinder video game would rock as well. Can Pathfinder get away with their own MMO?

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Currently still looking for some additional players.

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Hey folks, my gaming group has recently suffered the loss of two players. We need a couple of people to fill some empty spots.

Here's the rundown...

When: Every Sunday. Well Mostly (90%).
Where: Vancouver, WA. Near Fort Vancouver HS
Setting: Eberron and others
Rules: D&D 3.5, No current plans to accept 4.0 into the games

Other Notes: This group has pretty much kept steady for some years now. It has evolved from it's original gaming group when 3.0 first came out, as people have come and gone from it. Right now, we have 3 players every week. Would be interested in adding some new player(s) to the group and bring in some fresh blood, so to speak. We don't need DM's to be honest, as we already take turns with games, all having our chance. Though, if it turns out that you may have some experience at DMing a good game, I know that the three of us would like to eventually all play together as PCs.
We like to have fun, but our main interest is roleplaying with some hack & slash, about 60/40. We would most likely want to add easy going people. We would also really really like it, if you could make it to the games reliably. We don't like to play (for the most part) without all the players.

I won't lie, our group is a little bizarre, stubborn and picky.
Also, in case it bothers you, two players are gay males and the other is a straight female. It shouldn't matter, but in case it does, there you go.

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... if Lisa Smedman had not written a certain trilogy which just happened to kill off one of my favorite all time goddesses of Faerun.

... if I could actually play in one of the Adventure Paths WITH a DM who knew what they were doing.

... if Paizo could get the rights to Spelljammer.

... if Pathfinder was available under some kind of program that allowed easy tracking and creating of PCs, NPCs and the like. Think what Code Monkey did for E-Tools.

... if I could catch up on half the forum stuff that slips by me, so I would know what people are talking about at least most of time.

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I need more!

I know that you are incredibly busy with other projects, but more, I need more!

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So I come, checking every week in the hopes of something. Some little tidbit of information, a morsel, a scrap. Lo though, nothing. It's been over a month and no news. Oh Mr. West, what is the word on the Lands of Mystery?

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Okay, so loving the article on Ferrous Dragons.

My only problem with the article is where is the sidebar on Gruaghlothor, the Supreme Dragon? It even states in the article to see the sidebar.

Little disappointed that this got cut out. I would like to know more.

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My first character was 3.0 and she was a Worldwalker druid of Be'Ory. Though she isn't my most memorable, she is still on of my top favorites. She was retired at 14th level.

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Aberzombie wrote:
My suggestion is to look in the Savage Species book WotC put out not to long ago. It had stuff about incarnate constructs - i.e. constructs that were made into living beings through spells. I'm pretty sure the spells could be applied to any type of golem (stone, iron, etc) so that might be just what you are looking for. If I was actually at home with the book, I could tell you more. Hope this helps

Thanks! I have the book, so I can take a look into that. I had thought about looking in Savage Species, but didn't think that it would have what I need. Thanks for reminding me.

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First, a little background. My players were wanting to play a cheese game where they got to play around with characters that didn't have to worry about morality or serious storylines. I of course agreed, feeling that if my players wanted some cheese I would provide. So, basically I pulled together some ideas from differents favorites of my own. Imagine a group of treasure hunters (Final Fantasy X-2), handed missions from a patron who used to be an Admiral (Sahara) that fly around on a magnificent ship called Theriat, who in fact is a living Spelljammer ship (Elven Arrowing).

Now, while the ship is not a main character, I was in fact reminded of Moya from Farscape and incorporated this into the fact that a ship in the Spelljammer games needs a Helmsman or Pilot to operate the ship. I wanted to make the ship part of the story more than just "You fly around in an amazing ship!" I then remembered that Dragon #333 had the stats for the Guardian Ship based off of the ships from the Farseer Trilogy.

Now, the Guardian Ship is shown in it's stats as being an intelligent Construct. Though if I were to make the ship more like Moya, I would need to make it a Living Construct. This would mean that I need to add a constitution score and take a look at skills and feats that would be appropriate to such a ship.

So here are my questions... How do you go about building such a thing? How do you decided how high of a constitution score should the ship have? How do you assign the skills that a living ship would have? How do you decide how many hit die equals what size ship you have?

I've taken a look at the warforged charger in MM3(as it has 4d10 racial hit die) and also various golems and giants. It seems that there really is no common thread to hit die = size, ability adjustments vs. hit die, etc.

So while I am sure that the answer is somewhere right in front of me and it's just that it's late and I'm tired, I would still like suggestions if you have them.

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Aberzombie wrote:
Takasi wrote:

Is anyone else interested in an Adventure Path that takes place in Eberron?

Personnally (here's me being tenacious again), I think that the next AP should be a revival of the Spelljammer campaign setting. The story could take place both on a world, and in the space around that world. From what little I know of Eberron, doesn't it have some sort of techno-magic thing going on? Seems to me that would fit great with Spelljammer.

I personally think you hit on a great idea right there. I know that in Dungeons #123, #124 and #125 there is an Eberron arc that deals with finding large dragonshards and stopping a baddie from destroying Sharn.

Those three right there could actually be used to form the basis of leading the characters off into adeventures in the Ring of Siberys. Of course, it would take a little tweaking and wouldn't be a full AP, but all in all, very inspiring.

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Wolfgang Baur wrote:
Maybe I missed it. Which issue was the shadow city in?

Page 14 of Dragon #322.

"See the light on the Plane of Shadow: Balefire, City of Lanterns."

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My 0.02

Tad Williams - The War of the Flowers
Stephen King - The Wastelands, Dark Tower III
Robert R McCammon - The Wolf's Hour
Brian Lumley - The Necroscope Series
Mark Scott Zicree - The Magic Time Series (think Urban Arcana origins)
Nancy A. Collins - Midnight Blue: The Sonja Blue Collection
Frank Herbert - Dune
Sherri S Tepper - A Plague of Angels
SP Somtow - The Riverrun Trilogy
Philip Pullman - His Dark Materials Trilogy
Neil Gaiman - American Gods/Neverwhere
Dean Koontz - Frankenstein (interesting new take on the classic)
Clive Barker - Imajica
Dan Simmons - Summer of Night
Roald Dahl - James and the Giant Peach
Antoine de Saint-Exupéry - The Little Prince
Peter S. Beagle - The Last Unicorn
Mark Helprin - Winter's Tale
Peter Straub - Ghost Story

That's a good start anyways!

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Ligerlilly wrote:

Hi i just moved to portland and am interested in starting gaming. eberron looks cool i was reading the manual at powell's yesterday. if you could send me a list of race/class in your party and contact info i'd like to join your campaign.

Jason

Hey there!

Currently, the party consists of...
17th lvl Human Bard
17th lvl Human Favored Soul
17th lvl Human Ranger
16th lvl Gnome Warlock
16th lvl Human Sorcerer

and possibly a 17th lvl Warforged Juggernaut
and then whatever we would figure out for you.

You can email me at Lucifi@gmail.com

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Hey there, my players and I are currently looking for a semi-mature gamer for Sundays (every Sunday for the most part @ 12:00 to 8:30).

I have four currently dedicated players and would enjoy adding a fifth player to the ranks to add some new flavor and for a interesting mix of classes and races.

So yeah, if you're around and can get around either by bus or car, give me shout.

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I simply use every available bit of Eberron content that I can get a hold of.

In fact, I plan to stay with Eberron and have Greyhawk and Faerun as back ups for other ideas.

Since the onset of Eberron, I have been doing more converting of generic adventures and world specific adventures into Eberron adventures. In fact, my players are just now heading to the final two parts of the Shackled City adventure path, which I had converted over to Eberron.

So I guess that was a big fat yes, I use the Eberron content.

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Solomani wrote:


I was thinking of combining the Shackled City Adventure path along with the Githyanki Invasion scenario from Dragon.

In the game previous to my running the Cauldron campaign, I did in fact start to incorporate the Invasion scenario into a standard Greyhawk campaign.

I have a couple of questions for you though...

1. Do you just plan to replace Adimarchus with Vlaakith, the Lich-Queen?

2. Are you planning on making it so that Caulron will become the main gate to the Prime Material realm you are using, for the Githyanki to invade the world? Maybe the ritual that would have opened a permenant gate to Carceri now opens a permenant gate onto Tu'narath?

3. Are you considering using the adventure from Dungeon #92, Interloopers of Ruun-Khazai? Maybe possibly even making this the location of AP #5 Test of the Smoking Eye?

4. Are you going to continue with the Devil/Demon theme of the AP or will you be changing it to Undead/Red Dragon?

These last three are suggestions...

5. If you keep the CRs for the encounters in the AP, then I would suggest that your players have higher powered stats. I noticed that when I used the standard Greyhawk point buy system, my players had a rough time, they really had to burn their resources to stay alive.

6. Hook-face is a great addition to the AP, especially if you're going to use the Incursion theme. You already have a red dragon that can be tied to the invasion! Also, there is a black dragon lurking around in the 3rd installment. I would suggest changing this to a red dragon, seeing as how this particular dragon loves to breed with new creatures to see what he can create. Possibly even turn this into a hatchery for the Duthka'gith.

7. Make sure that if you have a cleric in the game and you stick with the Devil/Demon aspect, that your cleric has access to some of the new feats presented in the Complete splat books, because as the AP goes on, the cleric does little turning, but with some of those feats, the cleric can re-channel his/her turning into protection and powers for the rest of the party.

That's all I have for now.

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Actually, if you want to keep with the flavor of Eberron, I would suggest remembering that while it may not look it, the adventure path is gear toward middle-high powered characters. Consider the fact that Eberron's churches don't really have the supplies, like potions and scrolls, that Greyhawk's and Faerun's churches do. Most of the chruches in Eberron have adepts and experts running the churches, not that many actual clerics, but there are the Dragonmarked houses that do run apothocaries.
Just thought I would mention.

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My suggestion after running half of the adventure path modules so far is to delve into the later ones while referring back to the first one. Even if you don't have them all, it's still good refernce.
Also, take note of how the characters play the first adventure. This will help you a lot if you reference that point when dealing with later adventures.
My players ended up being the "barge through the door" types and so I had to adjust some of the later adventures for this, because if I didn't, the players would have just been outright killed. And while this is their fault, as I DM, I do try to not kill my players, it just doesn't add to overall fun of the whole campaign.
Also, I would suggest that when you see the Campaign Seeds in the adventures, you flesh those out a little. That way you have more background to the whole path.
Also, download the web enhancements. Skie's Magical Arms and Armor shop is great for helping your characters get stuff they would normally have to go to another city for.
Also, this whole adventure path is geared towards demons/devils/angels type stuff. If you find you have a cleric that is wanting to be UNDEAD DESTROYER, you may want to go through and adjust things so that the enemies are replaced with more undead than outer planar beings.
Or one thing that I considered was allowing the cleric to turn outsiders INSTEAD of undead. While this generally doesn't happen with rules and stuff, my cleric became a huge anti devil/demon type and the turn undead aspect became almost useless for her. It's just a thought to keep in mind.
Or you could allow for both, but the turn outsider would be at the Paladin's rate for turn undead. When your cleric reaches fourth level, allow for turn outsider at 3 levels lower than her clerical level.
Anyway, those are just some of my thoughts.
Enjoy the adventure path!

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1st death of NPC rogue in Flood Season.
1st death of character was in Zenith Trajectory.
2nd death of character was in Demonskar Legacy.

So far though, my players have just reached the Starry Mirror. I imagine there might be some deaths when it comes to fighting the glabrezu in the end of this adventure.

Though I don't know about the player characters sometimes... one of them died while fighting the Forest Sloth. For some reason he decided to just walk up and try talking it down with his long sword. Instead it took him down.

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The perfect DM should also be one who knows that his players should shine, but also make sure that he tries to play the villains well enough that they also shine and they are basically characters who are trying to survive as well.
I find it much more interesting and challenging when my character has to go up against one of the DM's characters and I know that NPC or villain is trying to win the battle as much as I am.

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Thankfully, my main fighter player is actually a monk who does some massive damage because the boy who plays him is a number cruncher and is always trying to get the max numbers.
But anyways, my players didn't have any problems with taking Zenith alive.
The only problem was that when they were going to get Zenith, they went through the room with the statue of Blidilpoop (sp?) and ended calling back the erinyes Aushanna and Zenith made his get away to fight in front of the statue and of course my players then had to battle him and Aushanna which was very difficult for them because at that point, they had to just run around until her summoning time counted down and she disappeared again.

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So, personally, I'm a huge fan of all three settings.
The first time I played D&D was when 3E came out. My first campaign was in GreyHawk. The second was in Faerun. Now, I am the DM and I have run games in all three of the settings. At this point, I am running the adventure path in Eberron.
Personally, I don't care where they set the adventures in Dungeon, because I just grab the one that sounds like my players will like it and do what I need to do for conversion purposes.
Now, as to the question of whether six Eberron adventures is too much, look at the math. If every magazine has three adventures, and there are twelve magazines a year, that means that out of 36 adventures, only six of them are devoted to Eberron.
That's 6 out of 36.
That means there are 30 more adventures within the year that are for other settings. Somehow, I just don't see how that's a problem.

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I am currently running the Cauldron campaign in Eberron and I placed Cauldron in Zilargo by just adjusting the Cauldron maps to fit into the Howling Peaks. I also adjusted the jungle to be more of a warm forest with swamp type features since Zilargo is in the southern part of Khorvaire I figured it looked kinda like Georgia and Florida areas.

I adjusted the gods to what I thought was a good likeness of the Greyhawk deities, but as the game goes on, I would suggest that people take a look at Domains and such to place worship where it goes.

I choose Zilargo because it has the highest population of Gnomes, and Jzaridune was built by gnomes as well as Cauldron itself... what better way to fit?
The gnomes loose their magical disease (the vanishing) and leave the city due to their own fear and shame leaving the humans to take over the city as the highest percentage of race living there.

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Well, at this point my players have just reached Nimrada's False Sister's lair in the Demonscar Legacy and they already had a pretty good idea that something much bigger than themselves had been going on, so when they went to speak with the memebers of the Chisel, I gave them the Cagewrights name and hints as to the final goal, but I'm actually leaving out what the Cagewrights are doing exactly. This has given them time to come to their own conclusions and guesses and I will probably reveal the final secrets after the assassination attempt in Secrets of the Soul Pillars. You know, kinda give them that sense of the full horror of what is going on with only a small amount of time left to deal with it.