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Skeleton

Jason Sonia's page

Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber. Pathfinder Society Member. 288 posts (936 including aliases). 4 reviews. No lists. 1 wishlist. 2 Pathfinder Society characters. 2 aliases.

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Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Both of the following articles were submitted as CW. Summer's End was rejected because it's too close to something else in the works and the other article (Natural Enhancements) was rejected because Dungeon believed it would not be of much use to DMs. I'm submitting the articles to all of you to see what you think I could have done better, if you would use em, etc.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Summer’s End:
The Harvest Festival
© Jason Sonia

Word count: 1142

The harvest festival often includes town elections, a feast, and a host of ceremonies to honor the hardworking townsfolk. It may also include a series of contests and challenges. DMs who want to try to create a memorable small town experience might consider adding a harvest festival to their campaign and using some of the contests or challenges from below to bring it to life.
Alternately, if you would like to spice up a low-level adventure without adding a combat encounter, try using any of the following contests or events (with suggested challenge rating) instead.

The Winter Moon Marathon (CR 1/6)

To enter The Winter Moon Marathon, a PC must possess a mock noble’s outfit and donate two gold pieces to the pot. All of the contestants are given an egg and must perform a series of athletic feats-as they are shouted out by the crowd-without breaking the egg. As the eggs break, contestants are eliminated. Feats include walking a greased balance beam (DC 17), jumping over a two-foot fence (DC 16), and climbing an unknotted rope (DC 15). Whenever a contestant fails a check, they must make a Reflex saving throw (DC 20) to avoid breaking their egg. The last contestant standing wins half the pot (the rest is donated to the town).

The Fight for the Harvest King (CR 1/6)

The Fight for the Winter King is a series of non-lethal duels between all of the contestants who enter. Each duel is performed in peasants’ clothing with a wooden shield and a wooden practice sword wrapped in heavy leather. No magical items of any kind are allowed. The goal is to defeat every combatant you face in one-on-one combat. Losers are immediately eliminated. The last two contestants fight for the title of The Harvest King. The winner is crowned King Winter and is treated with respect and honor for the entirety of the year. The second place winner is crowned The Harvest King and treated accordingly for the rest of the harvest festival.

The Bone Fire (CR 1/6)

This solemn and dangerous event is normally held at the end of the harvest festival, when all of the fires throughout the town are extinguished except the ‘Bone Fire’. Each willing participant is given a torch painted white and taken to a field where the ‘Bone Fire’ is lit. Once there they are blindfolded and released to light their torch. They must follow the heat (a survival check, DC 15) up to the fire and light their torch. A failed roll indicates the participant has traveled in the wrong direction. Roll 1d8 to determine the actual direction in which they travel (use the thrown weapon chart on pg 158 of the Player’s Handbook). For every five feet a character travels closer to the fire, reduce additional survival checks by 1. Once a participant comes within thirty feet of the fire, they must make a Fortitude saving throw (DC 15) to approach it further (but do not have to make further survival checks). Each five feet traveled closer demands an additional saving throw at a +1 (cumulative). Lighting the torch requires a participant be adjacent to the fire and succeed on a Fortitude saving throw (DC 20). Failing a saving throw at any point forces the participant back five feet. All participants suffer effects from exposure to fire and smoke (DMG pg 303-304). Those who light their torches are considered blessed for the entire year and may receive special gifts determined by the DM.

Harvest Moon Auction (CR 1/6)

This event requires each participant to place a simple gift-wrapped item (value must be less than one gp) on a table in the center of a large pit filled with mud. After all of the gifts are placed, each participant is blindfolded and spun in circles to disorient them (a Fortitude saving throw DC 20 to avoid this disorientation). Once completed, each participant is gently pushed into the shallow pit and races to the center to grab a gift. Once a participant has a gift, they must make their way back out of the pit. Walking in the pit is difficult (Balance DC 12 every 10’). Disorientated characters roll 1d8 to determine the actual direction in which they travel (use the thrown weapon chart on pg 158 of the Player’s Handbook). This event has no winner, but is fun to watch. On occasion, gifts of great value are secretly placed on the table.

The Oak and Ivy Dance (CR 1/6)

This simple druidic ceremony requires thirteen couples to participate. Each couple dresses in seasonal, handmade costumes and attempts to impress a crowd by performing difficult dance maneuvers. Each couple is judged in two categories. They are judged based on dress (a craft: weaving check) and on their performance (a performance: dance check). The best performance is determined by averaging each couple’s checks. The winners sit adjacent to the Harvest King during the harvest festival feast.

The Raising of the Vetula (CR Variable)

Considered taboo in some cultures, The Raising of the Vetula (a corn doll or scarecrow) is an ancient ceremony that is performed in the dead of night after a harvest festival. The Vetula is believed to ward off evil and this rite is performed with a seriousness demonstrating this belief. In order to “Raise the Vetula”, the town must select a single maiden (who may request a champion to act in her stead) to brave the dark of night on the evening preceding the harvest festival in an all-night vigil. This ordeal demands that the participant brave an entire, sleepless night chained to a tree (by their ankle) in a white robe with nothing more than a staff for protection. The participant must stay awake as long as they can and fight off any of the assailants that might present themselves (real or staged). This ordeal lasts from sundown to sunrise the next day. A normal character may stay awake for sixteen hours plus one hour per point of ability modifier (Constitution) without becoming sleepy. Each hour beyond this amount, characters must make a Fortitude saving throw (DC 15) to remain awake. Characters who remain awake are treated as fatigued and must continue to make saves (at a +1 cumulative) until morning.

Pushing the Oxen (CR 1/6)

This simple contest requires several participants to “push” an ox (or other animal) through a series of obstacles, each more difficult than the previous. Traditionally, a crowd gathers to watch and often shouts encouragement to the animal while belittling the animal’s handler. To participate, each contestant must make a series of three to five handle animal checks (DC 25). Next, each participant will roll 1d6 (per check) to determine the number of rounds it takes to attempt or pass an obstacle. The quickest person to push the ox successfully through three or more obstacles wins.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Natural Enhancements:
Brilliant Flora
© Jason Sonia

Word count: 1134

Many environmental factors must be carefully described to players to create vivid and memorable outdoor encounters. DMs commonly include effects such as the weather, location, and lighting; however, the flora of many locations is often simplified or overlooked. This can diminish enjoyment for players whose characters rely on the skills Craft (Alchemy), Knowledge (Nature), and Survival. Conversely, the added description of a region’s plant life often brings an additional dimension to your gaming table. When creating or augmenting outdoor encounters, consider adding one or more of the following unique types of vegetation. You might also consider using any of the following plants as spell components or alchemical ingredients to act as the source for a future adventure hooks, treasure, or both.

Witherweed.
This short and scratchy weed grows in temperate plains and can be identified by the yellow and white spots that mark its leaves. It is said to enhance spells from the school of Necromancy.

Frostburst Flower.
This rare, blue-white plant flowers in cold to near arctic regions during the summer. It is believed to enhance spells with the Cold descriptor.

Aridica.
This small, orange and white flower blooms in the desert around the base of various cacti. It is frequently planted at oases and thought to enhance spells from the Luck domain.

Flameflower.
This bright red, orange, and yellow flower is a common sight in Elven forests, and is thought to have properties that enhance spells with the Fire descriptor.

Lightningwood.
A small, grayish-green plant that sprouts along the base of larger trees, often after they’ve been struck by lightning. It is commonly used when constructing wands and staves.

Creeper’s Cap.
This small, flat, and wide mushroom ranges in colors from brown to yellow. It is known to grow along the edge of temperate plains. It is edible and increases hit points gained from rest by 1 point per night.

Hagweed.
This dark gray plant grows in various regions, and it believed to be planted along the perimeter of a Hag’s domain. It is often sought as a fundamental ingredient in many poisons.

Black Stripped Willow.
This vile, black and gray tree stands about three feet high and sprouts many thorn-covered branches. It is known to be a haven for small, poisonous spiders. Its dark, yellow fruit is edible.

The Shadow Lily.
This remarkable and rare flower is easily distinguished by its black and purple petals, which magically absorb light within a one-foot radius. It is known to grow in subterranean regions and is held sacred by the Black Flame Zealots.

Mythika Grass.
This rough, wide-bladed grass is said to be extremely sharp and is commonly harvested and replanted around homes as a deterrent to wild animals. Characters whose feet are unprotected take 1 point of damage for every five feet they travel across Mythica Grass.

Boarwood.
A wild, dark brown bush sought after for its sap which is used in many poisons.

Silversheen Grass.
This grass only sprouts in Elven lands. It is commonly woven into cloth that is used to buff various precious metals, especially Mithral.

Scarwood Flower. This poisonous, black and red flower grows in temperate marshes. It is commonly used to make poisons that paralyze their victims.

Chokeweed.
This wiry, black weed is often found high in the mountains, where it clings to rocks and outcroppings. It is commonly used in poisons that induce choking and coughing.

Corpse Grass. This long, blackish-green grass is said to sprout on desecrated and unholy land, often indicating the presence of the undead.

Speckled Cap.
This multi-hued mushroom commonly sprouts underground. It is commonly used for making poisons that induce sleep and unconsciousness.

Netherwood.
This tree is easily identified by its gray and yellow markings, and can be found growing underground at the edge of bodies of black, brackish water. Its sap is said to be a delicacy to fiends. The sap is poisonous to most humanoids.

Mist Ivy.
This white and purple ivy commonly grows in cold bogs and marshes. It used to enhance spells with the Phantasm descriptor. This ivy is poisonous.

Stenchvine.
This thick, yellow vine commonly grows underground. It is used to make musk for hunting and yellow dye for printing. Although sour, it is edible.

Night’s Cap.
This large, black and purple mushroom has been known to grow to a height of nearly six feet. It is found both underground and in cold forests. It is sought after for its meaty and spicy cap.

Yellow Torii Flower.
This tiny, yellow flower is sometimes found growing close to gates that lead to other planes or locations. It can sometimes be found growing close to the homes of the Fey.

Bogwood Flower.
This palm-sized, red and purple flower grows in warm marshes and along the banks of rivers in warm to humid jungles. It is sought for its sour tasting petals. Stirges are known to frequently roost near it.

Harper’s Flower.
This large, yellow flower is identified by the blue and purple markings on the tips of its petals. It is sought after for its sweet smelling nectar, which is said to enhance spells with the Healing descriptor.

Duskweed.
This plant is commonly found on arid plains, and is sometimes used in various alchemical solutions. It is sometimes woven into carpets and mats by nomadic people. Some Orc and Goblin Druids hold it sacred.

Scragweed.
This plant is commonly found along cold, rocky outcroppings near the ocean and other large bodies of water. It is believed to be favored dish for Merfolk and Scrags.

Dream Lily.
This rare, white and pink flower has silky petals that distinguish it from many other flowers. It grows on the water, commonly in warm marshes. It is known to greatly enhance spells from the schools Illusion and Enchantment.

Violet Spores.
These small, purple pods hang heavily on the branches of their host plants. When disturbed, they fall to the ground and produce a sweet, sleep inducing dust. They are commonly sought for this property.

Impweed.
This uncommon, brown and black weed grows high in the hills of temperate to cold regions. Spellcasters who are seeking to summon their familiar commonly hunt for this, as it is believed to enhance spells with the Summoning descriptor.

Rainewood.
This tiny, frail, green-flowering bush is a common sight along the banks of rivers in warm to temperate environments. It is commonly believed to hold nectar loved by Nixies.

Hob-Hob Flower. This orange and black flower grows wild in cold to temperate forests. It is harvested by many goblin shamans who use it in tribal rites of passage. While bland and powdery in flavor, this flower is edible.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I look forward to all of your feedback!!

Sincerely,
Jaye "will eventually get published in Dungeon" Sonia

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Richard Pett,

I just finished reading through your Styes adventure and I have to say you did an excellent job. I especially like the Hastendeath spider and look forward to using it somewhere in my campaign in the future! Good job!

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Check out these sources for ships and boats:

http://theminiaturespage.com/news/200789/

http://forums.privateerpress.com/index.php?showtopic=87031

(a great tutorial about building a ship)

http://www.boat-links.com/linklists/boatlink-29.html

(I didn't search this ...but it looked like a massive resource too good not to include)

http://www.hmgs.org/links.htm

(a super terrain link ...this should cover just about everything)

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

TPK Jay wrote:


http://www.epitaph.com/artists/album/493

Brilliant!!!

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Brianfowler713 wrote:

I'm running "Shut In" w/ intention of leading into "Funeral Procession". Party is starting at first level so I've scaled down the adventure they way it advised me to.

What I'm asking is; did I just screw up or am I dealing with really powerful PCs? If its the latter should I keep "Shut In" scaled down? Or should I let the Party have it; w/ advanced death dog and all?

Even for super-powered PCs, 3 EL 4 encounters is a lot to dish out. I'd probably remove 1-2 HD from the death dog (it is advanced), remove the Wand of Magic Missiles (from the Creepy Bard chic), and possibly her small dog (dire rat stats). That should make the encounters closer to EL 2 (death dog), EL 3 (bard chic), and leave Peck for the final encounter as an EL 4.

If I remember correctly, there is a suggestion at the end of Shut In for scaling the adventure down, too.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Capt. Sav-A-Hoe wrote:
I was thinking of running this new AP through Iron Kingdoms and it has a new pirate book coming out as well. The gun rules are very good and guns are very expensive.

Are you talking about the source book for Five Fingers? I haven't seen it, but I have heard it is excellent!!

Personally, I'd have to see the big picture for the AP before setting it in the IK ...especially considering the possibility of planar travel and the like. All that aside, I think guns and pirates just go together! I think an enterprising DM should give his characters a chance to use them ...but apply the following conditions:

1) Make them expensive! A character must spend a fair amount of cash for their rarity. This usually means expensive ammo. Generally, 3-5 gp per shot should do it.

2) Treat them as masterwork or magical weapons (better), I'd rule guns require some enchantments (albeit minor) to function properly. Accordingly, they could hit creatures protected from non-magical weapons and so on. Also, it would account for their special (and rare) nature. If guns become common, then much of what makes them special (in the D&D setting) will be lost.

3) Characters should not have easy access to them or the skill sets required to use them. Today, guns are common. However, the training (cleaning, aiming, maintaining) required to use them is generally found only within three social groups (military, police, and hunters).

If guns are treated as a rare and special find in the D&D setting, then they should require several Feats to use. At a minimum ...I'd say Exotic Weapon Proficiency (Pistol) just to fire the darned thing. I'd be inclined to require a character to take a Feat to clean and maintain the weapon, as well.

4) Misses and Misfires: Shooting into melee without Precise Shot should have dire results when a player scores a miss. I'd explain this to the PC ...and then, if they do it, require each "miss" a second chance to hit someone else (ally and enemy alike). I'd treat critical fumbles as misfires with the potential to blow-up in the PC's face. For a DM, this is easy to do: If the PC crit fails, have them roll to hit a second time. If they roll a second failure (between 1-4 on a d20), the weapon explodes or backfires dealing x3 its damage to the PC.

5) And lastly, damage: I've always been fond of the second edition take on firearms from the Forgotten Realms hardcover. The rule in which you add damage dice to the weapon for each successive hit. In 3.5, I'd rule this way: Whenever a PC hits, have them roll an additional time. Each successive hit deals an additional d4 worth of damage. Have them roll until they miss. If the PC scores a critical (and confirms it), double the damage and increase each additional damage die to a d6. Continue as above. Generally, this means a PC will do 1d6+1d4 for a good hit, but with the potential to do much more.

Alternately, you could treat wounds by firearms as those that cause 'bleeding damage', with each wound suffered by a gunshot dealing an additional point of damage per round until that character's wound is bound (Heal check DC 15) or receives magical healing.

Just some of my thougts on guns!

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Call of Cthulhu- H.P. Lovecraft

Ravenloft- Rob Zombie, Bram Stoker

D&D 3.5- Erik Mona, Monte Cook, Keith Baker

Steampunk/Full Metal Fnatasy- The crew at Privateerpress.com

Sci-Fi- C.S. Friedman

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Jenner2057 wrote:

I'm US Navy as well.

But that got me thinking about the original point of this thread (sorry about the thread-jacking!): good qualities of gamers.
Few of us would argue that MOST gamers in a "gaming" environment are quite friendly and social. It's in the "non-gaming" environment that they really break out into two distinct groups.
The majority of players in my own group are very friendly and outgoing. This may be in part due to a (very annoying sometimes) high rate of shuffling players in and out due to transfers, deployments, etc. Most of these folks can go out in a social setting and be perfectly at ease. We actually have a long tradition of gaming through the afternoon then meeting the wives/girlfriends at the club/bar of choice for the evening to relax and throw down a few. It's in THIS setting that the quality of some gamers comes out where they can NOT function in a social environment without constantly talking about gaming. Be it at a bar or a dinner party at their boss's house. Instead they'll sit quietly in a corner.
I personally don't belief that's the norm, however. I think overall that gaming really promotes a friendly and outgoing nature.

Cool. I was an AE2 when I left. But you're right about thread-jacking, so I'm going to back off the naval talk and hit up on what you pointed out. Are gamers social creatures?

I'd say no. I don't think many are ...or at least those I've met tend to shine in a 'safer' environment (like gaming) where they can 'be themselves' instead of at the bar, restuarant, etc. I think, in most gamer friendly settings, they have no problem. But, you take the chicken out of the coop and....

But, that's just been my experience. I know that gamers come from all walks ...and I am, myself, social. I'm no 'about the town sally' or anything, but I have no problem talking to most people. I, however, worked part time in sales on the infamous Bourbon Street (New Orleans) for 2 1/2 years, too ...so I can blame some of my social skills (or lack thereof) on that. But overall, most of the gamers I've met tend to be ill at ease outside of gamer friendly settings.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Jenner2057 wrote:

Jade, I can only speak for my own profession, but I know a large number of my comrades in the military are gamers. Tends to be a good way to relax during those long, boring lulls in between brief moments of activity while far from home. Also happens to be a hobby easily carried around with you - the three core books and some dice are really all you need.

Not that some of my wargaming friends haven't tried to take their paints and minis with them, but it seldom works out well...

You're spot on with that call. I spent eight long years in the U.S. Navy and met more than my fair share of gamers. Actually, the old game shop I used to frequent in New Orleans was run by a Senion Chief friend of mine. You know who the bulk of his customers were? Military. Actually, he really only had two types of customers ....military (wargames and RPGs) and kids (TCGs). But I digress ....my point is you're right. The military has a huge population of gamers. It's really weird.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

The Jade wrote:

They count. To be a manwhore one has to at least have the opportunity to be one. Such opportunity comes from either good looks, reputation for doling out the goods in proper measure, or both.

Good on you, manwhore!

BTW, that T-shirt idea would be great.

I guess I should add that I stopped "manwhoring" almost three years ago, when my better half and I met ....I'd hate to give people the 'wrong' idea. ;)

I'll see what I can do about that tee idea.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Fraust wrote:

The thought of an undead paladin gives me much spiritual happiness.

Depending on the style of the sword you could use the elf/drow conflict to add a little more to the story. Perhaps the big evil deathknight (or whatever you choose) hated elves, and so the sword is particularly good at slaying them. Along comes the drow PC, picks up the sword, figures out it's intelligent and likes whacking pointy eared tree hugger types and goes about his evil business. As time passes, and the sword works harder and harder to be reunited with it's master the drow finds out that the swrod was ment to kill ALL elves, even the subterainian spider hugging types. Leading to mucho chaos and destruction as not only the undead paladin (looking to attone for his failure) but a high level elf hating death knight comes tracking the party accross the land, possibly laying waste to the drow's home city. (If you need insperation as to just how a drow patriot reacts to threats to his homeland read the first few books the War of the Spider Queen series)

Man, what a great idea.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Do comments like "Dude ..you're a complete manwhore" count?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

The Jade wrote:

Send that letter, J. It would be wild if it snowballed something into action.

You know, I almost put a disclaimer about the hygienically challenged at the end of that first post? It occurred to me that a conversation about gamer strengths invariably and quickly works its way to anecdotes about gamers so dermally greasy you're wondering if someone hadn't coated your eyes with Vaseline when you weren't looking.

Then I thought... wouldn't that be a more entertaining thread to follow? Back in 1997 I repped D&D at a convention as a favor to a game store owner. While he was out wandering the floor to scam behind his girlfriend's back I was selling, and one pair of guys I sold some Birthright to were prime candidates for the Sebaceous Template (MMIV). They wore almost chalky, once black, T-shirts from decades past and that was the tidiest thing about them. Only during the handshake did I realize that the 6'6 guy was missing a major finger. Not so bad, but his creepily proud smile almost challenged me to break grip and hold my breakfast.

"Saw at work," he cooed. "Wasn't but a second."

Was I wrestling with a Crisco Golem in the world's largest bong? Was I? Where was I? A nod goodbye 'til out of sight before tearing myself from the table to hunt down a moist towelette, ANY moist towelette, with the wracked gait and feral intensity only the parched undead of the desert might chance to know.

Well, Jade, you've officially won the "gross me out before the weekend starts" contest with your description of the Crisco Golem breath weapon and his missing finger.

(Although an evil part of me is thinking of stating such a character as an NPC for my current game- its details like that that make games really creepy).

Seriously, you're pretty much on point with people invariably touching on gamer's low points. It's sad, too. If more gamers were hygenically aligned, I think me and my other half would be more prone to play in more public settings. As it stands, she has a hard time with 'gamers' because of meeting too many people who reinforce the stereotype. I could go into horrible details ..but I'll say this. We once gamed with a lass who we granted the honored title of 'scabby'.

But I'd rather not tearn a possibly possitive thread into a negative one, so I'll swing back off this horse and see what else I can add to positive qualities: I'd say gamers are cynical (likely from being ridiculed by lesser minds), above average intelligence, exacting, and might all make good lawyers if they dedicated as much time to law as they do rules....

;)

~Jaye

PS ...I'm going to write that latter. If anything, I want a tee that says: "Don't make me show you my 23rd level magic user ....punk"

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Quote:

Just watched the whole interview. That's simply the best D&D on TV I've ever seen. I quite like Colbert and watch him almost daily.

And Fang is right, we are generally open-minded, intelligent, and appreciative of the absurd, or, in my case, simply absurd.

Glad you liked. I enjoyed it ...a bunch. I'm thinking Paizo ought to grab him for an interview or get him to write something. I'd like to see the stats from his 23rd level magic user, too. Hey ...maybe I'll e-mail him from his website....

As for gamers ...I think most of his tend to be thoughtful, intelligent, and incredibly open-minded ....however, I think just as many gamers tend to be socially inept, lazy, and hygenically challenged. If I had a dime for every time I'd met "that kid" at a convention or game store that just reeked, I'd be a rich man.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

TC,

You did a great job with this one! I liked it so much that I actually stole some of the idea and imported it into my Call of Cthuhlu game. You should have seen the look on the investigators faces when they rounded the bend (expecting Arkham) and discovered a town covered in spider webs instead!! Talk about creepy!!

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Aberzombie wrote:
My groups Iron Heroes campaign had a funny event involving a horse. We were up against mounted bandits and one of them was charging us. The Tank of the group charged right back. Not only did he stop the horse in its tracks, but he also knocked it back five feet. Priceless! Needless to say, the rider surrendered.

Ouch. That must have been a lucky roll for your Tank!

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Stephen Colbert, 23rd level magic user

http://www.youtube.com/watch?v=mbyNOmdLibI"

http://www.youtube.com/watch?v=fUJsHCg6590

That should about cover it.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Hey guys,

Along that line of thinking: When you actually import them into the mag (via InDesign or whatever layout program you use), do you already have the stat blocks typed up or do you just build them in the layout program? Also, does Paizo have a template (via Word) that it uses pre-page layout?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Riley wrote:

If you really want a great backup weapon for your mid-level wizard, I highly recommend crafting a 5th level wand of shocking grasp (3.5e). Touch attack to hit, 5d8 damage, no AOO, no save, and costs 1250 gp to craft. That's 25 gp per HIT, not per attack, since the charge is held until you strike your target.

If you've got a good enough AC, you can take out just about any big straight-up fighter type in hand to hand combat. Put it in the hand of your armored, shielded, reduced, blurred, mirror imaged halfling wizard some day.

Not a bad idea. Not at all.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Thanks for all the feedback guys.

1) I had the Pally role a Ride check. He failed.
2) I had the Pally role several Handle Animal checks to calm the horse. He failed.

So ...I added 1d6 dmg to the horse, 1d6 to the Pally ...and let him make a Handle Animal check every round (at a culmative +1) to calm the horse or suffer another 1d6 crushing damage as the horse freaked out and nearly crushed him to death.

It nearly killed him.

The thing that saved him was the party wizard and a well placed Sleep spell. It took the party about 2 days of digging to get the horse out....

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

If you want to add them, do this. Check out the Iron Kingdoms Character Guide by Privateer Press (I know Paizo sells their stuff). It's a bit pricey, but it has the absolute best treatment of guns I've seen in D&D since the d20 era has come full into its own.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Absinth wrote:
Jason Sonia wrote:

My House Rules:

The first class a human or half-elf select is considered its 'favored' class at 1st level and beyond.

What do you think is the benefit of this house rule?

I think that the half-elf is already weak and stripping it of the ability to ignore its highest class when considering penalities for multi-classing is one of its few benefits.

Absinth,

This is only designed for the 10% XP Bonus. Humans and half-elves can ignore their highest level class when the XP penalty for multi-classing comes into play as normal.

Overall, the 10% bonus is actually designed to encourage the mechanics behind single class play ....that a particular race/class combo is the ideal and as long as that member of the race plays toward its strengths, it will excell above and beyond members of other races in its favored class.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Bravo Zulu James! Bravo Zulu!

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

l_laletin wrote:

Quick Draw not only applies to weapons but items as well (including the likes of potions, scrolls and wands).

Toughness not only grants three hit points to a character (as per usual), but it also allows a player to reroll any 1’s when rolling for hit points.

Yup. I'm totally stealing these two.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

So I'm running "Within the Circle" by Sam Brown (Dungeon #130). After passing the first encounter, the PCs move north along the river toward the Muckdweller village and completely fail to notice the trap in the road (a 10' pit). The lead PC is a Paladin on horseback, leading by about 10'. His horse sets off the trap and they both tumble in.

It was pretty funny.

Needless to say, I've got to ask. Has anyone ever had a PC riding a horse set off a pit trap before? How did you handle it?

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Tim Hitchcock wrote:
Dang I gotta get an ipod

One of the best investments I've made!

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I've got my iTunes on shuffle, but here's a small sample:

Depeche Mode- it's no good
Marilyn Manson- the beautiful people
H.I.M- wicked game (cover of Chris Issak)
Sarah McLachlan- gloomy sunday
KMFDM- light (cellulite radio dub)
Sister Sledge- we are family
(I know, it's so out of place ...but I've got a tiny bit of the "fever")
The Crystal Method- now is the time (olympia mix)
Deftones- Moana
The Church- the disillusionist (it's old, but I love it)

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

My House Rules:

1) Character generation is point buy only (for balance).

2) All PCs begin play with HP = their CON score. They do not add their ability score modifier to this, but they may purchase Toughness and other Feats to boost HP. After first level, all classes roll HP as normal.

3) Players who select to play the chosen class for their race recieve a 10% XP bonus. Once they multiclass, they benefit from the "no XP penalty for multiclassing" as normal (but no longer receive the bonus to XP).

The first class a human or half-elf select is considered its 'favored' class at 1st level and beyond.

4) Spells, Feats, and so on can only be selected from the PHB at character generation. Any other sources a player elects to use must be approved by the DM and discovered 'in game'. IE ...if a player wants to have his sorcerer learn the spell "shadow mask" from the Spell Compendium, he must research it and discover its source (adventure on the Plane of Shadows, learn it from a creature that uses shadow magic, etc).

(Exceptions are only made for Feats when the Feat "must" be taken at first level).

5) The 100gp requirement to use the "Identify" spell has been reduced to 10gp.

6) Characters die only when their negative HP = their CON score.

7) Paladins must be the Lawful version of their deity's alignment.

8) 50 coins = 1 pound (regardless of whether they are gold, silver, etc.)

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

James Jacobs wrote:
Sorcerers & Wizards get d6 hit dice in Erik's campaign.

James,

That's cool. I've always found that wizards have a hard time catching up, and its a matter of picking toads and wasting Feats to actually land a level of survivable hit points at level 1.

I made it a house rule to give all characters, at first level only, hit points equal to their CON score (without without adding their ability modifier). There has never been a case where a character's CON score would actually decrease their HP, but I suppose a Barbarian with a 10 or 11 CON might be the exception. Fortunutely, I've never had to worry about that.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Wow,

This journal really needs to be updated!! (Wink Wink)

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Three words:

increase turn resistence.

;)

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Fake Healer wrote:

Screw Eboron, that steampunk wanna-be setting....*stalks off to revive the rant thread*

FH

You know, I don't really take issue with Eberron that much. What I have noticed (and this amuses me, to say the least), is the number of similarities between Eberron (which came out in 2004) and the "Iron Kingdoms" setting by Privateer Press (which was released in 2002 as a softcover and re-released as a hardcover in 2004). Now, I know they're both "Steam Punk" and that there are destined to be a 'few' cross-overs ...but when I read Eberron, I think:

"Wow ...this sounds like the IK"

...and its that feeling I get, over and over. But, it's not a big deal. I believe they say something about imitation being the highest form of flattery.

:)

~Jaye

PS ...If you think mixing steam punk, Greyhawk, and Risk might make for a cool setting, check out Privateer Press!

http://privateerpress.com/ironkingdoms/default.php (the company site)

http://www.buccaneerbass.com/rls/html/homenews/index.shtml (the us fan site)

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Just curious:

In terms of submissions, are you guys coming close to actually looking at the shorter submissions (like things submitted for the Campaign Workbook section of Dungeon)? I submitted something back in April/May and still have yet to here if it was cast aside, workable, or if it needs re-writing.

Thanks for any info.

Sincerely,
Jason Sonia

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Hey all,

After reading most of this thread, I feel allot better about my CW submission now. For a bit I was feeling as if I had been put on the back burner (for the last 2 months or so), but it appears Paizo is just backed up.

Sincerely,
Jason Sonia

PS ...Hal ...I've really enjoyed some of your work. Keep it up.

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Open Mouth, insert foot.

Issue #116 arrived today.

~Jaye

Qadira (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

New Orleans here:

I still haven't seen issue #115, nor has my local retailer. I generally get Dragon on time, but just subscribed to Dungeon and have yet to see an issue (I subscribed in July).

Personally, in my 27 years on this planet, I have NEVER seen mail take this long (inconus). NEVER.

~Jaye

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