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Cornielius's page

497 posts. Alias of niel.


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Just a heads up- I may be without a computer for the next few days.

The game went OK.
The only problem was that everyone except me was a novice roleplayer or hadn't played since 2nd edition.
And there were 7 players with a GM who hadn't run in 15+ years.

I was torn between giving a basics class and letting them learn on their own.
I'm due to help most of them level their characters on Thanksgiving.

happy saturday!!

it will be a weird weekend for me.

i've agreed to come to a 5e d&d game on sunday (with pre-gen characters) run by a friend of the family for her husband and daughter.
i have not played 5th yet.

any advice?

How about Lasso?

Lasso: This thrown weapon is a length of rope with a simple open knot on one end that allows you entangle a foe like you would using a net. The DC to cast a spell while entangled with a lasso is 10 + the spell level being cast. An entangled creature can slip free with a successful DC 15 Escape Artist check as a full-round action. The lasso has 2 hit points and AC 10, and requires a DC 23 Strength check to break it. On a successful hit, the lasso tightens; to use it again you must spend a standard action sliding the knot to enlarge the loop.

Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

or Snag Net: This short, wide net is covered in barbed loops and slipknots. It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell's level. The Escape Artist DC to escape a snag net is 22.

Spring attack, entangle with a touch attack roll, fly away.

Might be fun and I'd finally hear of someone using a lasso.


Though there are exceptions.

Like this one from ARG:
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

PRD wrote:

Craft Construct creates permanent animated objects not susceptible to dispelling and antimagic.

The CR of a potential animated object depends on its size and abilities, as explained in the animated object entry.

Think of a mechanical device that would make your day easier.

Build it as an animated object.

Mechanical horse, wagon, or chariot?
Flying saddle?

With an animated object , time, and a GM who allows imagination, many things are possible.

It's hard to both keep to a daily post schedule and not make comments out of turn or look like you're trying to hog on camera time.

There have been days when I do not post anything so that I am not interrupting another player's action.

In spite of that, this game is going fine.
We'll smooth out how we work together over time.

In my experience, at least in supers games in most settings, 'don't split the party' leads to awkwardness.

It feels odd if we go about town in a pack.

I would suggest we instead put some thought into communications and how we would do back-up.

On the other hand, it would make tumbler's job a bit easier if he doesn't have to work with two or more viewpoints.

Ya'lls opinion?

Message boards have been glitchy for several days this week, but seem to be better now.

You're fine.
I think we're all figuring things out and worried about what will happen if we let time go by without acting.

I'm mostly feeling guilty about not putting any effort into safeguarding the other people from the container and thinking about a way to put that right.
Also thinking about how to use the apple blossoms.

Malus sieversii (MAL-us see-VER-see-eye) is the botanical title for these wild fruits. Malus is the Dead Latin word for apple, and Sieverrii honors Ivan Sievers, a Russian botanist who discovered the wild apples in 1793 in Kazakhstan but died before describing the species. The name was given by Carl Friedrich von Ledebour, who got there in 1830. The word “apple” is also from Dead Latin and means fruit.

Shall we call the Fallen 'Malus'?


The domestic apple as we know it has been around some 6,000 years and came from Kazakhstan. There the apple trees growing to 60 feet were the dominant species of the forest. Orchards there today are remarkable in that the trees are very resistant to disease, unlike commercial crops. Further two apples from that area — the Red Delicious and the Golden Delicious — are the parents of 90% of modern commercial eating apples.

And where, you ask, did the blossoms John's gathering come from?

Yep, around Kazakhstan.

one result from 'ask the internet'

What most folks don’t know is that you can eat apple blossoms. Soft scented, floral, only consume a few at a time because they contain a precursor to cyanide which gets released during digestion. A little is tasty. Too many is a tummy ache. A lot is a trip to the hospital.

Later, Hamilton makes 'which man or both' a major theme, but, early on, there was some good stuff about her character and her magic. Once the emphasis starts on the 'power of three' (vampire/were/mage), I only lasted a few books.

The October Daye series (Seanan McGuire) fits the hard-boiled concept very well, but deals with Fey and Fey society in the world primarily.
It does 'secret world' though, but doesn't involve full mortal society very much.
Some very Harry-esque adventure runs, though.
And gets better as the series goes. (possibly because the character realizes as the series goes along how bad-ass she is)

How has 7 1/2 hours gone by and no-one taken you up on this?

Yes, I'm interested!

Thanks, Josh!

The Bureau for Paranormal Research and Defense.
From the Hellboy movies, books, and comics.

An ex-BPRD operative, perhaps?

I was just reading and needed to share this (my wife reads mostly horror and such, so she wasn't impressed).
Not really a spoiler, I promise.


"And your mysterious job, the one that keeps you traveling so much, is?"

"I'm an event planner for the supernatural community. I do vampire weddings and coming-of-age parties for were-animals...Leadership struggles of one kind or another. and so on. Since the supernaturals are such a small percentage of the population and so scattered, that involves a lot of travel."

What book and author, you ask?:
Day Shift by Charlaine Harris, book 2 of the novels of Midnight, Texas.

no argument from me.

I agree with Kishan about names.
Chuck Jones should be used to it, but now he'll be Chuck Jonas.
And Dr. Clemens Breichel will be his associate.

Kishan wrote:
(I'm a therapist at a hospital)

Small world.

I work in a hospital, too.
I'm the staff carpenter in the maintenance department.

Det. Jackson wrote:
So I'm a Super Sokka?

Possibly more of a Shotgun Sokka, but yeah, pretty much.

you're more like the non-bender member of the party with amazing skills instead of powers

How to deal with Set is the question.
If we believe him, we just have to keep him safe and secure and listen to what he says for clues, as he can see some of the future.
If we must confirm what he's said, do we ask one of the two scientists?
Or something else?
John is willing to believe him for now and keep him safe.
(Of course, John has a strong urge to fill the house with 'team-mates' and make it a freehold.
Which is why he's so quick to give hospitality and invite new residents in.)

BTW, Rynjin, you have full rights to say yes or no on all dealings with the base; you've paid points and John is a bit impetuous about decisions dealing with the place.
And John doesn't want to be known as the man in charge, thus the story about out-of-town owners, so your decisions aren't going to be ignored.

My point was some things are 'now or never', others are 'soon'.

I'm all for checking with Reichel and/or Jones- but I'm biased.
I 'found' them as resources.
And tonight is likely not the best time to approach them.

Tonight might be a good time to scout Bayless Holdings- their warehouses could be where the refugees are being held, if they are in custody, and the more we know about them, the more prepared we will be when they act.

John is also biased- he wants to go acquire the armlet held by the local billionaire.
With some help from the folks with invisibility, it could be fun.
(He's hoping the rich guy is tied in with Bayless so the 'recovery' is justified.)
And, while fun, it might not be the best first step.

Also, by now it must be around 2 or 3 in the morning, so it's act soon or be too tired for action.
Or act now, as dawn is coming.

I thought Reichel was in Toronto? And Jones at Penn State.

Also, Aeronaut's Windlass was damned good- though I'm stiff from having read it in one sitting.

Our choices:

A) deal with refugees
1) Set (isolate, secure/make safe, watch)
2) others (find, rescue/help escape)
B) deal with Fomor's response (question: do we know if Fomor's 'control' of the city stretchs to the police?)
1) option- cause a distraction/ruckus so they're too busy to look for us
2) investigate the places we have id's for
3) 'cancel' the items we took, so they can't be used to trace us

A) gather information on Fomor activities/ Blood of the Dragon/ the Sword
1) check with Jones/ Reichel
a)get intro to Reichel from Jones, by way of academic contacts (Kishan) or possibly get info from Jones
b) get intro to Reichel by way of recovering the Libyan Armlet
2)question Set for whatever else he knows (who arrangements for travel were made with, where refugees might go)
3)exhaust character's resources for info (Latimer's research, White Council info, other?)

A) read 'The Aeronaut's Windlass', Butcher's new series, book 1 (I picked it up today- with Barnes and Noble's discount and a coupon, the hardback was $14.23)

I think we can combine check out locations, look for refugees, and cause ruckus by going tonight to whatever locations are linked to Bayless Holdings.

Tomorrow, a phone call from one professor to another puts us in contact with Jones, which could lead to knowing if further contact with Reichel is necessary. If Kishan is not comfortable mixing civilian ID with magical investigations, John could do this by way of mentioning he has heard of the location of one artifact.

Save it for power stunts?
It's a fallback plan for rarely used powers in M&M.

I was aware of Wootz steel, but did not realize it was all from 1 mine in India.
I've seen it mentioned in reference to other areas forging blades (like the Vikings you mentioned), but didn't think it being traded that far.

That's very cool.

In regards to myths about swords, I've read of the Romans legions using the gladius as a primary weapon in melee after throwing pilums at a distance. I've also heard gladius were one of the first primarily thrusting swords. Is that true?

Actually, M&M doesn't charge points for connection, it charges points for the feats to use them quickly, without much roleplay.

John's Connected lets him make a Diplomacy check to call in favors.

Jackson's Contacts lets him make a Gather Information check in only a minute, instead of spending a lot of time doing research.

Kishan could do much the same as John did, but without the Feat, she would have to roleplay the event and you might have seen her connections on-screen.

Not necessarily a big difference, but the feat was only 1 point.

tumbler wrote:
I just went to half price books and bought some things from Cornielius' list.

What'd you get?

too easy

Nighon- a unit of time. 'It's been nighon thirty years since the barn burned down, but folks still give directions by saying 'turn right at Odds barn what burned down nighon thirty years ago'.'

Caw (as in i meant to say 'saw and cord' and said 'sword and caw')
I've been wondering what i was talking about for years.


Wiki wrote:

Dream sharing is the process of documenting or discussing both night and day dreams with others. One of the primary purposes of sharing dreams is dream interpretation.

The sharing of dreams dates back at least as far as 4000-3000 BC in permanent form on clay tablets. In ancient Egypt, dreams were among the items recorded in the form of hieroglyphics. In ancient Egyptian culture dream sharing had a religious context as priests doubled as dream interpreters.

Those whose dreams were especially vivid or significant were thought to be blessed and were given special status in these ancient societies. Likewise, people who were able to interpret dreams were thought to receive these gifts directly from the gods, and they enjoyed a special status in society as well.

And I'm a gamer, so I see most of this type of staff in the context of a game.

Well, since the NeverNever is possibly based on the dreams of mankind, you could back engineer it.

Wiki has an article on dream interpretation.
You could look at what you wanted to say and reverse it to the symbols that could represent it, then 'map' the area of the NeverNever to match it.

Warning: I just spent about an hour looking at dream interpretations and symbolism and now my coffee is cold.

If it sounds interesting, there appears to be a run of open-house events at the Royal Ontario Museum on Fridays between Oct 9th and Nov 27th. Including Oct 16th.

John was attempting to find a source for Kishan on lore of the children of the dragon and I remembered the news about the Iraqi art thefts and thought John's black market connections might have a crossover to a source.

He wants to get a contact number for an expert and pass it to Kishan.

The source I quoted referred to 2 men. One at the University of Chicago Oriental Institute (Clemens D. Reichel), the other now the Head Librarian of the Blegen Library at the American School of Classical Studies in Athens (Chuck Jones). (Who doesn't want to talk to a man named 'Clemens' or someone name after the guy with the cartoons?)

The bit about the active artifacts was to show the source was clued in to magic.

If we went with one of those, one choice would be to let Jackson use his old Chicago contacts to get the guy there to talk to her. The one in Athens might give Kishan a chance to use Warden leverage to get her questions answered.

Or a road trip to Chicago. Or a run through the NeverNever to visit Athens.

Either might take more time than we have till sunrise, but John was less worried about that and more interested in finding out what the Fomor intended.

Also, John is feeling ignorant of the Fallen, Jinn, and nephilim and wanted to contribute as well as show hidden depths.

tumbler, if you don't want to go by the die roll, Connected lets me use a Hero Point to 'automatically secure the favor' and I'll spend it if you prefer.

And 'The Gm has the right to veto any request if it is too involved or likely to spoil the plot of the adventure.'

as promised a list of urban fantasy (mostly)
these are on my shelf, so many are older. there are more in boxes and piles in the closet, on the floor, etc; but these were easy to make a list of

Aaron Allston (of Champions fame) Doc Sidhe and Sidhe Devil

Patricia Briggs all

Emma Bull War for the Oaks (Minneapolis- 'land of 2 seasons: snow removal and road repair, or was it road removal and snow repair) the story of a war between two factions of fey and the mortals they draw into their affairs. one of the best urban fantasy novels i've ever read

Mike Carey several books. "dry", British, long

Harry Connolly the twenty palaces novels. very good

Elaine Cunningham Shadows in the Darkness

Mark Del Franco a series, set years after faerie returns to earth

Charles deLint he named the urban fantasy genre

David Eddings High Hunt (not fantasy, but hey- David Eddings) very good

Esther M. Friesner Druid's Blood Victorian urban fantasy, with alternate Sherlock Holmes

Randall Garret Lord Darcy books, alternate world urban fantasy with alternate Sherlock Holmes

Simon Greene lots, more pulpy and over the top

Kate Griffin all

Kevin Hearne all

Nina Kiriki Hoffman start with The Thread That Binds The Bones and keep going

Katherine Kurtz and Deborah Turner the Adept series

George R R Martin edited the Wildcards anthologies and mosaic novels, though not fantasy, it does do super powers in a modern world very well

Kelly McCullough Web Mage, etc I'll just say "Wow."

Seanan McGuire the October Daye series; the first was not the best but later books do the Fey in the world very well and kind of run the same style as the Dresden Files

Nick Pollota the Bureau 13 books (also a RPG)

Michael Scott Rohan Chase the Morning and sequels

Neal Stephanson Zodiac (not urban fantasy at all, but set in Boston and by Neal Stephanson)

Rob Thurman anything she wrote

Harry Turtledove The Case of the Toxic Spell Dump alternate worl modern fantasy, do not read if you can't stand puns

Tad Williams the War for the Roses faerie urbanized (long)

Terri Windling edited the Border anthologies

Roger Zelazny wrote the Amber novels, the Merlin series, and others such as Lord Demon and Dark Traveling

Edit: I could do a similar list of RPG's related to urban fantasy if you would like.

(I'm an old geek)

Those might be good stats for a wildshaped focused druid.
Straight druid till wildshape, then a combat class (ranger/natural weapons or fighter for feats).
Leave wisdom low (might want to grab a wisdom bonus race), put stat increases into your odd numbered stats.
Grab the feat that gives you bonus levels of wildshape when you multiclass.
Go back to druid once you get a wisdom enhancing item.

Could be fun.

tumbler wrote:
Now I want to run a campaign of fairly normal people or kids lost in the Nevernever.

There was a spin-off of the Elementals comic by Bill Willingham called Ironwood.

It was made into a setting for a game I don't recall.
The premise was a group of medieval English settlers started a colony in a magic forest and couldn't get home.
Of course, there were elves, dwarves, gnomes, dragons, etc., etc.
It sounds like standard fantasy, but I assure you it was anything but common.
The story took place in that world's Renaissance, with a uber-wizard trying to get an item that would let him visit/rescue his lost love in Hell.
And it was quite dirty.

So, fairly normal people, add magic world/NeverNever, shake, look at the world a few hundred years later.

Or do it as a detect, not a full sense.
Or pay for the sense, but role-play using it for awhile as a detect, then 'up-grade' to full sense.

Rigor, I'm not sure John would be agreeable to the Warden having a public office in the building,
It would become 'The Warden's Building' with a public reputation.
It might also be bad to have a public office in a Fomor held town.
He could probably be convinced if others are in favor.

A private office is completely different as is living space.

Thanks, Rigor.
I'll go with that.

VideoGeek, Latimer is welcome in the building.
He can carve out workshop space as well.
Does he want a storefront or to be part of the pawn/repair shop team?
It could work that's he's separate but takes 'special' orders or that he uses the bookstore as a message drop (if Rynjin ok's).
He could also be using the place as a day job while on probation, though we'd have to determine why the Warden hasn't recognized anyone there.
Or he could just have an apartment, but otherwise not involved.
Your decision.

latest version, adding mental link for commands and adding lots of range for the Awakened to operate in.

"Waken the Toys" Alternate Power: Animate Objects R6 (Flaw: Touch range to activate) Power Feats: Mental Link, Improved Range R5 (max range 30,000 ft./5.6 miles) (total 18 pts) 1 pt

Animate Objects is Ranged, Sustained.
It makes an object into a construct under your control. (possibly verbal control in the absence of any extras, flaws, or power feats. I would presume non-verbal control if I stay in contact with the construct.)

(Ultimate Powers gives a listing of sample constructs by size, which is cool and something I will use as a base if I'm not using the power on a vehicle.)

I'm good with sustained duration.
I don't want the animated object active if I switch slots of the array.

I do want to not have to be touching it the whole time it is active.
As a ranged power, do I need to be in range of the object for it to stay active?
Or do I just need to take the free action as defined by Sustained duration?

Animate Objects is Ranged, Sustained.

What I'm after is Touch to start, then be ranged/independent/on its own.

As A further question, standard animate object is to create an independent creature; how would you do control animated object/ give it commands?
I seem to remember you need an extra at + 1 or +2 per rank.

I tweaked John's Animate power again.
Now it's normal ranged, but listed as a complication that to initiate the power John must touch the target.
It may not actually be a complication, but it's not a full limitation or other power flaw and it's not really worth a drawback.

OK, tumbler?

If the target of Animate does not have to stay within the power's range of the hero, than I can put it back to Flaw: Touch.
If it does, this will show how I want to do it.

joined building sounds even better than my description

maybe shared back rooms, with the loading dock/garage accessible from all?

Rynjin, do you want a corner building for more storefront windows?

John would prefer fewer windows, more dim lights

It's late and the alarm clock awaits.

G'night, Folks.

tumbler wrote:
What the building might look like?

That's more true to Boston than my description was.

I am more used to thinking about local conditions, which are not so urban.
(Though I'm not sure which building you're pointing out.)

The point of my description was that there were several connected stores, with living space above them that had been empty for awhile.

We can make a narrower but taller building, but Drachmen's books might have to be in the old market space or on an upper floor.

I'm OK losing the furniture space- it was to make a cool bookstore (and is a close description of my preferred local game store's space).

The bakery was to have a meeting space for us without intruding on the books or repair shop. Also, I like fresh bread smell.

The connected apartments were to make it more homey.

Perhaps we could do a new description, more fitting to the city than mine first attempt?
(by someone more familiar with city buildings than me?)

The "Base"
Equipment: Base R1 (total 5 pts)
Toughness: 5 = 0 pts
Size: Medium (Warehouse) = 1 pt
Garage = 1 pt
Living Space = 1 pt
Security Systems = 1 pt (non-magical)
Workshop = 1 pt

Living Space is 'enough for PL residents", which means for 7.

From Rynjin
Base contributions:

-Toughness +5 (steel reinforced concrete)
-Library (Is the bookstore area)
-Power System
-Fire prevention system
-Computer system

From Deko

Got 2ep left, and I'm willing to donate them to the bookstore/hideout. Use them for...whatever.

Not sure what else we need points for that makes sense with who we are and how we're meeting.

Maybe save the points for later spending?

Various listings of the laws of hospitality

(Warning: Wordy)

From Dresden:

The Code of Honor of the Old World was accepted and expected when negotiating between various supernatural factions. The Obligations of Hospitality and a Sworn Oath are more binding than the threat of violence. A being making such an oath would be obligated to protect the other person from themselves and others making a threat. Failing that duty would be a serious loss of face and respect. Word would get around.[3]
The Obligations of Guest and Host are almost holy to the Supernatural world.[1]
The Fae, in particular, set great store on forms of courtesy, etiquette, and the relationship of guest to host. One openly ignored the proper forms at their peril. The Sidhe, the Lords of Faerie are likely to have extreme reactions.[4]
The Old World Code of Conduct ruled that problems are settled face to face amongst quarrelers. Supernatural fights in the open calls human attention who, as history tells, will band together and kill Supes indiscriminately.[2]
Traditional courtesies are respecting safe passage and Losing to a guest with grace.[4]
In Cold Days, when Cat Sith is summoned by Harry into Thomas Raith's apartment, he demonstrates to Harry and Thomas his utter respect for the obligations of guest and host.[1]
"While I am here, I am bound by the same traditions as would apply were I your invited guest. I will offer no harm to anyone you have accepted into your home, nor take any action which would be considered untoward for a guest. I will report nothing of what I see and hear in this place, and make every effort to aid and assist your household and other guests while I remain." ~ Cat Sith[1]

From Westeros:
Guest right
The guest right is a ancient and sacred tradition, that goes back thousands of years in Westeros to the First Men.[1]
The Sacred Law of Hospitality
The guest right is a sacred law of hospitality. When a guest, be he common born or noble, eats the food and drinks the drink off a host's table beneath the host's roof, the guest right is invoked. Bread and salt are the traditional provisions.
When invoked, neither the guest can harm his host nor the host harm his guest for the length of the guest's stay.[1] For either to do so would be to break a sacred covenant that is believed to invoke the wrath of the Gods both old and new. Both the teachings of the old gods and the Faith of the Seven hold to this. Even robber lords and wreckers are bound by the ancient laws of hospitality. [2]
A lord with a bared sword across his knees is making a traditional sign that he is denying guest right.[3]
It is sometimes customary for a host to give "guest gifts" to the departing guests when they leave the host's dwellings; this usually represents the end of the sacred guest right. In addition, visiting guests will sometimes offer their host "guest gifts" as gratitude for giving them food and shelter.[4]

From Wikipedia, the free encyclopedia:

Hospitality law is a legal and social practice related to the treatment of a person's guests or those who patronize a place of business. Related to the concept of legal liability, hospitality laws are intended to protect both hosts and guests against injury, whether accidental or intentional.
Duty to guests
Hotels and other business operators are expected to "act prudently and use reasonable care"[1] to ensure that their premises are (reasonably) free of risk. While not specifically requiring that a business owner ensure his guests are safe, most jurisdictions interpret 'prudent and reasonable' to include foreseeable dangers, such as tripping hazards or unsecured shelving.
In most cases, unless directly disclaimed (for example, with some insurance waivers), hospitality law does not protect a business owner against charges of negligence.
Use in common law
Common law holds innkeepers liable for any loss of guest property when the guest in on the premises of a place of business; in practice, such liability is often overlooked provided that the business owner meets certain conditions (such as having a guest sign a waiver of liability). In most countries, for liability waivers to be enforceable, notification of the waiver must be posted in an accessible, visible location (usually at the front desk or in a common area of the business), and must be printed in clearly legible text.
American hospitality statutes also govern bailments. A bailment is the “delivery of an item of property, for some purpose, with the expressed or implied understanding that the person receiving it shall return it in the same or similar condition in which it was received, when the purpose has been completed.” [2] Coat checks, safety deposit boxes, and luggage storage are common examples of bailments for the hospitality industry.
The Laws of Innkeepers by John E.H. Sherry[3] provides an in-depth analysis of the laws affecting places of public accommodation.

From Tropes:
Sacred Hospitality
Hospitality is sacred. The host must not harm the guest, the guest must not harm the host, and not offering in the first place is a serious affront. In Ancient Greek, hospitality was called xenia and was sacred; Zeus was called Zeus Xenios in his function as god and guarantor of hospitality and protectors of guests. This comes from the word for "stranger"; so, for that matter, does "hospitality". Another word from that root is "hostile", which helps explain why the rules are so severe.
Less popular in modern times with the rise in hotels and forms of transport that mean twenty miles is not a day's journey, and decreasing odds that you will have to fight someone who's a stranger, but Older Than Feudalism and of vast historical importance. Because it's less important nowadays, the extreme punishments dealt out to people who abuse or refuse hospitality in classic tales appear disproportionate.
May be the Good Old Ways, practiced in Arcadia and by the Noble Savage.
Tastes Like Friendship is closely related. The host/guest bond may in fact be triggered by their eating salt (or bread and salt) together.note 
Often explicitly invoked in No, Mr. Bond, I Expect You to Dine. Must Be Invited is closely related, though a being bound by both rules is going to find it very difficult to hurt anyone (at least while they're at home!). The traditional solution to this problem is greeting your guests with: "All those with good will toward this house may enter it."
Common in Sweet Home Alabama. Frequently results in Angel Unaware. Often a result of Bedouin Rescue Service. If played up in an inappropriate setting or to a ridiculous extent, it's Stranger Safety. When a guest abuses this by extending their stay overly long, it becomes The Thing That Would Not Leave. Contrast with Food Chains where it isn't safe to eat anything. For the ultimate violation, see Nasty Party.

I figure John was not taught any particular set of the Laws, but follows his own rules instinctively.

For good measure

Unseelie Accords:

The Unseelie Accords are a set of agreements (like the Geneva Conventions) that govern behavior between its signatories, who are the major powers of the magical world.
The Accords include protocols for etiquette, hospitality, formal duels, and neutral ground, among other things. They were instigated by Queen Mab
They were last updated in 1994, when the entire city of Milwaukee allegedly disappeared for two hours.[1]
The following are known portions of the Accords, in approximate order of appearance in the books:
· There is no spirit of the law, only its letter.[2]
· Beings have license to deliver and receive messages, and to have safe passage granted them so long as they do not instigate violence[3].
· Part of a pledge of safe passage or conduct is the promise not to drug any directly offered food or drink[4]. If it is targeted at a group, rather than a specific individual, however, then it is acceptable. [5]
· If a member of the Accords is killed by another member of the Accords, one who has close relations to the deceased can demand a weregild in compensation for their death. [6]
· Should a member of one faction wrong another faction, the aggrieved party has the right to challenge their enemy to single combat. The dueling laws are based on the Code Duello[7]:
o The organisations that represent the duelers pick an emissary from the list of neutral emissaries.
o The chosen emissary decides on a list of available weapons, such as magic or will.
o The challenged picks the weapons, and the challenger picks the time and location.
o The available weapons are not necessarily restricted to those usable by both parties. If the challenger can't use the weapon the challenged chose, they can force the challenged to take their second choice.
o Each party must have a second.
o The seconds collaborate with the emissary to work out the terms of the duel.
· Certain places can be signed on as Accorded Neutral Territory (such as McAnally's Pub). This means that signatories of the Accords do not start any conflict on the premises, and are bound by their honor to take any fights outside. [8] [9] [10]
· An individual can sign onto the Accords as a freeholding lord[11]:
o The signatory is entitled to rights under the Accords, such as right of challenge.
o To be signed on, the potential signatory must have three current members of the Accords vouch for them.

I'll be out of the house for most of Sat and Sun with visiting relatives.

I should be on-line Sun evening.

Anything Rynjin wants to add to the description of the base is fine with me.

John will let the others take lead on questioning and planning, but will offer space to anyone in the group who needs a place to stay.

If the Warden doesn't make other arrangements, Set will be included in the offer.

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