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Profession: Stylist + generosity = artifact magic item an victory against sea serpents and demigods.
I'd only play this if I got to name my cart and everyone knew I was a browncoat. A job's a job; now load up the boat and stay shiny.
Use your shrink ray on any of the following:
A cloud of boiling hot steam
Any object of Large size or larger
A burning cart/house/tower
A pallet of 16 tuns of beer/wine/oil/alchemical grease/glue etc.
Any piece of siege equipment
Any of the above, once thrown in the right place and thus returned to the right size is a scene-changer. As far as mechanical traps go, any external non-magical trap will do. A statue with a scything blade trap built in; another statue with a Wyvern Arrow trap in the mouth; heck you might even shrink down a Chamber of Blades trap if high enough level so that, when thrown on the ground your enemies in a 20' area are surrounded by a cage of whirling blades making attacks on them constantly.
GM Harpwizard wrote:
IMO if you want to run a quick scenario that's fun, challenging and is ideally geared to a one-shot game, picking the old PFS First Steps: To Delve Dungeons Deep module is a good one.
The party is hired to explore a dungeon recently revealed by tremors. Just outside they meet a ghoul that used to be a Pathfinder; this undead creature still has her faculties and can help the party, but might also turn on them in the dungeon. This might be controversial but might also serve as a good moral lesson.
There's also a couple non-PFS mods that I've used for my girls. Master of the Fallen Fortress and Hollow's Last Hope. The first one is a straight-up dungeon hack with almost no story, meaning then you could provide any kind of story you wanted. The second is a "save the town" game and really paints the players as heroes.
I've never been a teacher but I always wanted to. You have my thanks for your job and for doing this. I have however taught a few kids and adults to play this game. What I've noticed that really sticks with folks who learn it and enjoy it is a more social effect. The simulated near-death experience and the success of beating tough challenges together helps solidify social bonds. I've seen this game, or previous versions, bring kids together and keep them together for decades.
Somewhere on these boards is a thread from another teacher who got approval to run PF as a before/after school program. I don't remember the specifics and I stink at finding anything on these boards but maybe if you can find the thread it might be helpful to you as well.
So in the end I went with cubing the chicken, sauteeing in oil and butter with mild herbs, then tossing that, bow tie noodles, canned cream soup, pasta water, frozen veg, sour cream and parm cheese into a dish and baking it all together as a cassarole. I topped with fried onions mixed with potato chips and more parm. I thought it was going to be too heavy or bland but it was good enought that even the girls finished and the wife and I had seconds.
Tonight: hibachi at a local place. My wife got a Groupon so we're going out and bringing the girls with us for a family date night. We've been here before so the kids will like the hibachi and my wife and I LOVE the sushi. For a place in suburban MN it has great, fresh sushi as good or better than stuff we've had in Minneapolis.
Oh man I've been looking forward to this all week! I even ate light today: so far I've had a bran muffin, some breakfast sausage and an apple. Think elastic waist pants are tacky to wear out to dinner?
Gotcha Livy! Thanks for the clarification on the side-view elevation. Incidentally yes, it is a drop into the woods. Essentially if you were asea and looking on the land, south to north, there'd be a rocky tor on the extreme south composed of heath and granite not useful for anything but it's height (80' elevation) - into the side of this is built the entrance to Drannoscheim.
The tor drops steeply down to an adjoing hillock of 30' elevation - the Tower of Brass. A deep hollow of scrub and thickets north of that (the Lower Warrens) butts up against a 50' high escarpment of flat upland on which a massive castle used to stand (Flamenwing Castle, Fangkiss and the Order of the Dragon's Shield). Narrow causeways connect the upper castle to the hillock to the south and a sister hillock to the north (Scritedra) at the same elevation. Moving inland from the castle hill the land gently slopes down as one pushes west, but the single ramp up to the castle's gatehouse is a very steep road.
Finaly to the north of the castle the hills roll down becoming more and more wooded until almost at sea level you have boreal woodland punctuated by a single crest rising steeply up to a 40' height (the tower in the Labyrinthwood). Yes, the forest is in the lowlands where the damp sea air settles in fog. The woods are gnarley and denser than the thickets you see displayed in other portions of the map.
Taking a look at the CRB I see that using a Craft skill you can manage untrained helpers for the purposes of creating the item(s) you're working on with the skill. However that is the only "social" aspect of the skill, with the intention being that a Craft skill is focused on the end result, the thing being crafted.
Profession on the other hand is specifically called out as the skill for earning a daily wage. Sure, other skills might be marketable and Perform has an earnings component per performance, but Profession is uniquely described as the "job" skill.
So I would argue that there is a "people skills" element to Profession. Sure, if I have the Heal skill I'd know enough about anatomy to pass as a midwife, but there's no guarantee of my bedside manner. My patients don't like me and there's no guarantee I get paid either. On the flipside with Profession: Midwife I would know a little about anything to do with the birthing process, including social skills like keeping the patient calm, what alchemical substances are ok for mom and baby, and how to perform an emergency "C" section. Could I provide healing benefits afterwards? No, that's the Heal skill, but I could probably suggest a length of time average for recovery.
The point is you use Profession specifically to make a living wage. While other skills might sub in, they lack the money-making component so you're not guaranteed of getting paid. You might be a world-renowned historian (Knowledge: History with 5 ranks) but unless you took Profession: Librarian or something then you're just a blowhard or a bookworm that people find standoffish - it would take additional skills such as Diplomacy or a high charisma to make the public pay you for your vaunted skills.
Now for me personally I've also subbed Diplomacy as the catch-all selling skill. If you've got Craft: Weaponsmith and Diplomacy you can take a masterwork spear you found in a dungeon, talk up its amazing workmanship, and try to haggle out a fair to better price. That's 2 skills used though. If you had just put a single rank into Profession: Merchant you could pull off the same effect and be guaranteed at least the opportunity of a decent daily wage in the process.
Tonight on the menu? Chicken. I don't know what else, other than I have to use up some thawed chicken (tenderloins). I personally loathe breaded chicken, but the kids like it. However, I have nothing else - no sides, no starch, not even a recipe. Just... chicken. I have 2 hours to get this figured out.
Personally I'm really looking forward to the geographies and the low PP game aids. I'm starting to get really into sandboxing and it'd be nice to have some overland tips, rules, charts etc.
I've never played S&W. I've seen it but I sort of checked out of "old school D&D" type of play a long time ago. The more I think back on it and go through old notebooks and such, the more I realize I wasn't that into canon AD&D 1e when I was playing decades ago.
Thanks FFG for embracing the PF stuff w/your products.
But, if the OP is level 10, wouldn't he be able to just talk to the familiar?
You're going faerie dragon right? Well, let's see...
It's got Mage Hand and Ghost Sound at will. It also knows your skills. Take one rank in a performance and the 2 of you will be an unstoppable duo on stage. Other things:
- It can be constantly carrying 5lbs of something for you. Depending on the situation, that might be: a change of clothes, a sack of flour, a sack of rocks, your weapons while you're casting, a shield, etc.
- It can generate fanfare every time you enter a room. Also the sound of a dragon's roar for your theme.
- giving it any of the "form" or other polymorph spells opens endless possibilities. Not only do these have obvious combat uses but also having a small or tiny humanoid with a +9 UMD allows the familiar to lob wands, scrolls and what not without any houseruling.
- You have picked a superb scout that can turn invisible 3/day and move up to 100' while still telepathically telling you everything it's experiencing.
- Enlarge Person + Share Spells gives you a small creature with 11 Str. In an absolute emergency that might be just enough to hoist your character into the air for a couple rounds of escape.
- It has a Swim speed. This means it moves 30 through water without making a swim check. That plus it's skill means you've got an ATV for land, air and water assaults.
You've got a really versatile familiar there. I have always reserved mine for out of combat skills, scouting and as a potential flanker or booster with magic items, but a faerie dragon with a few buff spells might not be a bad melee soldier for a few rounds.
Sissyly Tyson, stop trying to overinflate your own worth by appearing cleverer than others. That's bullying. I prefer honesty: I'm short and lumpy and probably will be forgotten a couple years after I'm gone if I don't do something spectacular soon.
People are funny. They are filled with a humor and mirth far greater than most acknowledge and their capacity for joy is neverending. Let us not mock and lament the worth of humanity, but instead nurture and embrace it.
Oh, and also I'm currently winning.
My wife makes an excellent taco soup. I myself make a decent beer cheese soup. Soups in general should happen more often in life IMO.
1. get up on a full day off and grab a bunch of stuff from the kitchen
The best Scottish ale in Minnesota is in my basement :) Though I don't sell my wares, not yet anyway. I'd second old chub for store bought.
Pan you manificent b! I both admire and loathe you all at once. Send me a pint and we'll call it square. ;)
Anyway thanks for the suggestions.
Oh, and funny story about homebrewed libations. So a buddy of mine made some mead and brought it to a weekender game. Although I know WHAT mead is I didn't realize it wasn't the same as beer, so he brings it in, sets it down, and runs out to get settled elsewhere in the rental property. I and a couple other gents pour out huge glasses of the stuff, plus one for the brewer, and toast the weekend. We then proceeded to chug full glasses of mead.
We spent the first afternoon of the weekend hammered. The mead brewer friend chastised us saying his stuff was supposed to be sipped, chased by regular beer and last us ALL weekend. Needless to say the first few hours of gaming were epic.
Wow, really A-bomb? Why not have them also quest to help dwarves rid a hall of a dragon or destroy an artifact ring in a volcano? Some other ideas along the same lines: prevent an evil prophecy by delivering the baby princess to the human lands while learning to be great heroes/warriors/magicians; help an alchemist confectioner create scrumdilliumptious chocolate while keeping the recipes secret from Slugworth; get Dorothy back to Kansas (it's the name of her star).
@ OP: if you're going to use Golarion and the players are into that setting, try to use Halfling-themed adventures. A quest to free oppressed kin; perhaps an adventure to spring and clear the name of an NPC framed because of race; possibly at higher level tackling some ogre or giant bullies who demand "protection" money from a town.
If you're dead-set on an AP I think just about any would do.
Why pick an AP at all? Make up an adventure or 2. Heck, make up a whole campaign. Your players all have definite ideas of what kind of characters they want to play; why not ask them what kind of game they want.
Adventure 1 - The PCs meet as strangers when monsters attack the town square. The PCs are free to investigate said monsters but in the wake of the attack they also meet several NPCs in the town square that have quests.
Adventure 4 - at this point the PCs have probably got several plot hooks at varying states of completion. Pick one that's either inactive or not quite finished and logically advance it. For example if they didn't help get the treasure under the town then the NPC went on their own and one of the items the NPC found was cursed. Now their acquaintence has been transformed into a talking goat and needs the party's help.
Mountain man: I've made salmon like that once in a while but mine usually ends up flaky and dry. Y'know what I like though for salmon? Smoked. My father in law knows a guy and brought up some farm-raised salmon his buddy smoked. It was fricking awesome. That, cold cream cheese and raw onion (red or white, I'm not picky) and maybe some capers on a bagel and after finishing I need to go lay down.
Probably the only thing I cook well is sauces. It's like the only thing my wife asks me to make. Usually I'll handle cooking the side, she handles the entree, then she hands me the pan and says "make something good." I've consistently managed some fun cream sauces, beef/pork/chicken gravies, pesto with a variety of additions and a nice light white wine/lemon/butter sauce.
I know its probably ridiculously easy but what I'd really love to make from scratch is noodles. Not "go out and get some fancy press" but just whipping together a quick batch of dough, pressing with a pin and boiling it for dinner. Anyone have any resources?
S O M: carrots, celery and broccoli you say? Rice you say? Grab your soy sauce, favorite oil and a protein if you so desire, and kick your laziness in the butt!
Stir Fry your gear! It doesn't take a pro wok or anything fancy and it's like 5 minutes. When I'm feeling particularly lazy for dinner I grab a bag of frozen veg (I know - not healthy) and throw it in some hot oil. Splash in some soy and basically just heat it up then throw over rice or spaghetti.
If I'm NOT feeling lazy, I take the time to add some raw stuff and some diced chicken. If I'm particularly fancy some night I'll concoct a marinade with junk in the fridge and some corn starch.
All of this has convinced me I have no knowledge of geo-politics. I am following this discourse very closely since my narrow view of the situation to date has been provided through my American TV and nothing more. Thanks to everyone posting here. I hope and pray that whatever the resolution it comes about peacefully though I have no illusions on that front.
Compromise between buying and drops: building your own.
And lo, Krod didst acquire the 7 drops of moonlight, an ingot of Vileiron from the Sodden Lands and on the eve of the new moon alighted upon Valuk's Crag to enact the Blessing of the Night's Widow. Now his black blade of Midnight doth bring icing death to all it strikes.
+1 Cold Longsword.
Y'know what, I just wanted to say again, publicly: THANKS OSW!
Seriously, I was just in another thread gushing over the old Paizo Dungeon mag days and I wanted to say that in that thread I mentioned how honored I am to be part of Yggdrasil.
I can't imagine all the work you're having to do to put this thing out but on top of that you chose my stuff and were extremely understanding, professional and encouraging. I am just so glad and excited and grateful for it.
I'm really looking forward to the finished zine. I can't wait to see all the excellent submissions and talent involved. Thanks to OSW for the work, time and effort in this thing!
In '88 I was rocking acid-washed button downs, a near-mullet to my shoulders and just headed into my freshman year in HS. I'd been playing D&D for 8 years. I'd already had several successful stints as both GM and player. I was also running Marvel Super Heroes, Star Frontiers, and a slew of little mini-games.
My older brother had a job at a hot-dog place and with that got a subscription to Dragon. I used my allowance to buy comic books constantly but knew OF dungeon so I picked up some here and there. I even wrote an adventure and submitted it but didn't make the cut. Between that, not making the school paper and placing only third in a poetry contest all in that freshman year I figured I'd never be a writer and gave it up...for decades.
Then at the end of '05 my wife got me a subscription to Paizo's Dungeon mag. She saw old issues on my shelf and thought she'd cheer me up with the gift. This started a resurgence of that old dream. Who's the last Editor-in-Chief I read the zine under? Double-J himself.
I didn't know the connection at the time. But now, after this thread, Its really cool to know that if you work at it, get published and do good work we all have an example of success right here. Even better; every once in a while he freaking chimes in on the boards and has his own dedicated thread for questions!
Seriously - I played D&D for decades and toward the end felt so disenfranchised that I never bothered to know any of the personalities or lore of the game. It wasn't until Paizo and Pathfinder that I felt a real connection to the game, the industry and the community. Now, in part because of that, for lack of a better term "Renaissance" in my own gaming experience I've gotten the courage to try my hand at writing again. I've submitted a couple places and got accepted to a free fanzine. It's not a major contest or anything but I'm really proud and honored.
I plan to keep at it; keep trying. I don't know if I'll achieve Paizo-level success, but its possible. Whatever the case I really just want to thank Paizo and especially James Jacobs. Not just for the game, or even their excellent writing and publishing efforts over the years. Thanks for being the folks who you are and making yourselves and your products accessible to your fans. I use the term "classy" a lot in my life, usually in a sarcastic way but in talking about Paizo I mean it - you are a classy company with a great bunch of folks.
Keep writing Mr Jacobs. I for one am still a fan.
I made the mistake of creating a world completely in a vacuum from my players. I made a dark fairy tale themed world with gothic horror influences. It was very thematic, slightly Victorian and I thought it was really cool. Seconds after the player's guide got into the hands of my players I realized I'd made a terrible mistake.
Enter: Elderscorn Vale
Turns out my players are all high fantasy types, raised on mixtures of Greyhawk and Forgotten Realms. They wanted sort of a classic, beer-and-pretzels fantasy world with monsters, dungeons and looting. As I played through my original setting I constantly felt like I was trying to shoehorn the players into it.
My solution was to make a different part of the land. Due to physical constraints this area is separated from the rest of my homebrew, but also part of it and affected by events there. This new area, called Elderscorn Vale began just with a single city and a megadungeon nearby.
So I guess my suggestion would be design by desire. Not only what do you want, but what do your players do too. Start small and build out. You can always add what's on the other side of that hill; if you've already created everything you're less likely to change it when the players say they wish something specific was over there.
CR2 pit trap with Permanent Image? CL on the spell is CL1 so easy enough to dispel but tough one for a low-level (APL1 - APL4) party to detect and disarm. If the rogue does want to disarm the trap it might require them to run a magnet to distort the image, allowing Will saves (DC 11) to disbelieve and thus cross safely. Otherwise... ACROBATICS!
Mathius: go read the Alexandrian hexcrawl articles linked earlier in this thread. Step 1: make a hex map; step 2... step 3: make a hex map key; step 4: profit!
All kidding aside making a map key has helped me immensely for prep. I have a hex map (insanely large so I doubt all of it will see play) but I started keying hexes likely to be explored. This helped me key 8 of the 12 "known areas of interest" on the surface at the megadungeon. Between the hexes I've keyed so far and these 8 areas, I have enough gaming to last the entire campaign.
The tip I got from the Alexandrian? Small write-up, and wing it.
For example in one of the hexes I grabbed the GMG and rolled on the "Scenic Spots" table. I ended up with "Village Pond." How the heck do I have a village pond in the middle of a wilderness hex of grassland/hills?
So I gave it some thought. I've said the whole area in my campaign was overgrown by supernaturally charged wilderness. So there's the ruins of a village and a very large village pond. At one time it'd been scenic, but now it's marshy, overgrown and surrounded not only by the fieldstone bones of some of the dugout huts of the village but also gnarled old shrubs and trees, such that you can't see very well directly into the pond.
My writeup states: "a great, marshy pond is surrounded by ruined cottages and gnarled scrub. Some of the huts are crudely thatched and repaired." In parentheses I added a note about evil Halfling cultists worshipping an aberrant god (Rovagug?) and the pond being home to some Grindylow.
So a few sentences, and I'm done keying the hex. Simple right? Then if the PCs venture there I give them the first two sentences. If they investigate, I wing the halflings. If they stay with it, maybe they discover the truth about the halflings' beliefs. Conflict would ensue then, perhaps followed by a run-in with the grindylow.
If they DO encounter the grindylow, I'd drop a bunch of clues. These will hopefully lead the players to the conclusion I'd like them to find: the grindylow were once villagers here. They turned to a dark power when cataclysm struck and were cursed into this hideous form. The secret of their power and curse is somewhere under the fetid water of the pond.
What're the clues? What's the source of the secret? What needs to happen to stop it all? I have no idea, but I'd probably wing it.