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I was already excited about my first PaizoCon, and putting faces to people I only know through pixels and words on screen. Then I read the schedule - and wow - there's just so much that I want to do! I could pretty much fill Friday and Saturday with open events and seminars, before even looking at the insanely tempting lottery events. I am so stoked that the timing works for me to stop in the States on my way from New Zealand to Europe. Seriously, to every one involved, thanks for organizing this. It looks great. Couple of questions for you experienced PaizoConners...
Cheers for any advice, and see you all in a month.
By the time the envelope reaches you, adventuring in a far off land, it is battered and crumpled and stained with mud and sea salt and possibly blood. You open it, and find thick cream paper with fine calligraphy. You read: The letter wrote:
Below the formal text is the familiar scrawl of Elyin, your former adventuring companion. He writes; Dear friends, please come if you can. It's been too long, and Kailah is keen to meet the folks behind so many of my stories. Elyin. Spring solstice is tomorrow. You are half a continent away. You have just returned from rescuing the son of Albric Dayne, head of the local arcanist's guild, from the Cult of the Serpentine Labyrinth. He owes you. There might just be a way...
Hi guys, on some of the forum threads, particularly in the online campaigns sections, the 'preview' button is showing as the mothman avatar image, rather than the button image. Seems to occur when replying to an existing thread without using the 'add new post' button. It still works as normal and creates a preview of the post, it's just showing the wrong image. Cheers, Will
Up first - The Slaver's End by Adam Donald. We're doing the CR 4 version, at APL, so this should be an easy intro for the group. Hurrah! You have been hired to investigate the fate of Fort Walmor. Originally a small depot for traders and treasure hunters travelling Sargava and the Mwangi Expanse, Fort Walmor now houses only the dead. Worse, the stones and timber of the fortress -- already permeated with the pain, anger, and sorrow of a slave camp -- came to house the concentrated rage and vengeful fury of the last fateful night of its inhabitants. The first unwary travelers that attempted to dock all met with terrible, violent ends. Fort Walmor is known locally as The Slavers’ End and is widely regarded as a cursed place, haunted by the souls of angry dead. You are on the beach next to a wrecked slaver barge on the beach below the fort itself. An eerie drumming comes from inside the barge. Map coming soon.
Hi Fredrik, ThunderingDawn, Deevor, YeunglingDragon - discussion thread for our playtest. If you haven't seen it yet, read Sean's post. Reading through the entries, I think we will be best off with 4 level 4 characters. That will let us play one tier from each entry. Then if we have time we'll change level and replay them. So:
Anything else? Let's try and get going tomorrow.
This tiny knight spurs his raven mount to charge, crystal lance in hand, trailing a comet-tail of light.
----- Defense -----
----- Offense -----
----- Statistics -----
----- Ecology -----
----- Special Abilities -----
Primal magic flares constantly from these minute humanoids, and the whispered pulse of their music drives mortals to acts of passionate madness. Courtiers in the First World’s Hanging Bower, Sidhe Lords are otherworldly poet-knights, armored in iridescent dragonfly-scale, skilled with lance and lute and illusion. Adventurous Sidhe Lords often venture through breaches into the Material Plane, driven by curiosity and the unrequited love they bear for the Green Mother. They guard sacred groves in the Lands of the Linnorm Kings, or protect those druids powerful enough to summon them. Sidhe Lords are prideful as oak and impetuous as fire; the slightest perceived insult is swiftly answered by deadly charges on conjured phantasmal steeds. In more playful moods they shoot intoxicating thorns and use spell-like abilities to mock those they see as unworthy of real combat. When questing in the Material Plane, accompanied by enslaved pixies or other lesser fey, Sidhe Lords seek diversion from their immortal life. Beings of primal emotion, lust and anger burn hot in their mercurial hearts. Toying effortlessly with mortal minds, they drive simple folk to dramatic arguments and ardent trysts. They orchestrate cruel betrayals acted out by charmed victims, with no regard for the mortal lives they ruin. Violent passions rule where a Sidhe Lord walks, bright and beautiful and deadly in their careless power.
Stormsworn Company
The Stormsworn Company are an elite mercenary force supplying battle hardened warriors and wizards in conflicts throughout northern Avistan. Their symbol is three gold lightning bolts on a dark grey background, proudly shown on banners, shields and cloaks. Ambitious nobles hire them to strike at enemy fortifications, raid behind enemy lines, and eliminate troublesome adventurers. The Stormsworn pride themselves on daring aerial assaults, descending from the clouds amid a shower of deadly lightning bolts. As much a cult as a military force, deep in forbidding Giantspine Keep they worship the rune-carved bones of a long dead storm giant. Structure and Leadership
Goals
Public Perception
Ghostvision gloves
Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling grey mist hide her own eyes and allow her to more clearly see the restless dead. While active, ghostvision gloves grant the following effects. The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet. If the wearer has the channel positive energy class ability, ghostvision gloves allow her to precisely focus divine power on a specific undead creature that she can see. By expending one channel use, she inflicts 1d6 damage per level (maximum 10d6) to a single undead target as a ranged touch attack. The channel use does not also provide area effect damage or healing. The gloves cannot be used to channel negative energy. While the gloves are active, the wearer is flat footed to living opponents and constructs. The gloves remain active for 10 rounds before the wearer’s eyes return to normal.
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