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Eyeball

Murkmoldiev's page

205 posts. No reviews. No lists. No wishlists.



I have wondered about this for years and I can see even in my 1st
ed PHB that wizards couldnt cast silence spells.
Has anyone ever seen a reason for this besides arbitrary " Game Balance "
Your thoughts?


In StormWrack a Tricorn HAT costs 50 gp.
Thats insane.
Thats the cost of 50 artisans outfits.
Why does it cost 50 gp?
I think this is madness. Please help.


So in my wacky game, a player has gained a power to travel forward or backwards in time up to ten minutes once per week...

He smashed a chest containing potions and the potions mixed.
And using the "Potions Mixing " random table rolled a 100

00 Discovery. The mixing of the potions creates a special effect--one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. If mixed externally, then the permanent effect is not discovered until the mix is consumed. The potion's effect becomes a spell-like ability that is always on for the drinker.

Another random roll to find what power came up with this time travel one...

The player thought up the idea to go back in time to before he broke the potions and not open the chest so violently...

So I said ... but then you would have never have drunk the potions that gave you the power to go back ...

At this point we became confused and decided that we should go outside for a walk and really think about what we are actually doing with our spare time, and if playing Dungeons and Dragons is actually as good as breaking bottles in an alley or rolling a hoop about the town...

.......

What happens now... Have I ruined my game? How does this time travel thing work...


Hey guys !
Im playing a pirate campaign and would like any pirate type adventures
out of the Dungeon Magazines (I have them all but its a MAJOR to search each one ) that anyone can remember.
Or any pirate type adventures from online sources.

ALSO

I would like to run a game in the Plane of Faerie !
Has anyone ever seen one written - anywhere ?
Ive never seen one.
Please help, you rad doods from my wonderful communtity !
You never fail to make my game radder.


Hi , so anytime my group gets confused over things
we put the Question to the boards !
So here we are...

How come the adjustment for having Two weapon fighing only allows for
a light weapon in one hand and a normal in the other?
What happens if Both weapons are light?

and

Why is there not another feat that lowers the penalty further?

Please help !


The Clod

I think this is halarious but hes Buzzy the half ogre clod is doing
well !

- Base Class .
Thanks to whoever developed the 2nd ed Kit version.

Description: Members of this class are not part of a "group" in any normal sense. Some individuals are unusually strong and stupid. They blunder around life, taking things when they need them. Their thief abilities are significantly modified in form, though not in result.
The Clod had a merciless upbringing where life was a daily strugle for survival.
Lacking the wits to survive the Clod develops other ways to solve his problems, and special resistances.

Weapon proficiencies: All simple. Armor Medium - no shields.

Skills.
Athletics, Craft, Disable device, Handle Animal , Intimidate, Knowledge Local, Profession, Slight of Hand , Survival.
Clods are not Literate.

Hit dice D12
Skill Points per level 4 +int.
Starting Wealth 3d6 X10 gp.

Level BAB F R W Special
1st +1 +2 +2 +0 Move unstoppably, Thump!
2nd +2 +3 +3 +0 Tough Skin +1
3rd +3 +3 +3 +1 Bonus Feat,
4th +4 +4 +4 +1 Bonus Feat
5th +5 +4 +4 +1 Endurance. Tough Skin +2
6th +6/+1 +5 +5 +2 Resist Death.
7th +7/+2 +5 +5 +2 DR 1
8th +8/+3 +6 +6 +2 Bonus Feat
9th +9/+4 +6 +6 +3 Tough Skin +3
10th +10/+5 +7 +7 +3 DR 2, To Dumb to Care.
11th +11/+6/+1 +7 +7 +3 Bonus Feat
12th +12/+7/+2 +8 +8 +4 Tough Skin +4
13th +13/+8/+3 +8 +8 +4 DR 3
14th +14/+9/+4 +9 +9 +4 Bonus Feat
15th +15/+10/+5 +9 +9 +5 Tough Skin +5
16th +16/+11/+6/+1 +10 +10 +5 DR 4
17th +17/+12/+7/+2 +10 +10 +5 Bonus feat.
18th +18/+13/+8/+3 +11 +11 +6 Tough Skin +6
19th +19/+14/+9/+4 +11 +11 +6 DR5
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat.

A Clod uses Rogue skills in a different fashion that regular.
These changes are explained below.

Slight of Hand : This ability is no longer the sly purloining of coins or pouches from an unknowing victim. Instead, it represents an irresistible "grabbing" of the object. Its chance of success is nearly the same as the normal ability, but there are some differences. First, whether successful or not the attempt is totally obvious. Unless dead, the target will notice. If the Clod tries to "pick" a pouch hanging from the victim's belt, success means that the whole pouch was ripped off, the attaching thongs torn. If the Clod tries for something in a pocket, he shoves a big meaty hand inside and grabs everything he can, most likely tearing the pocket off in the bargain. Ability modifiers: (STR, not DEX, applies)
The Clod gets a + 1 to this roll for every 2 levels in Clod he possesses.

If the victim is holding the item to be grabbed in hand, the attempt provokes an AoO. Any damage caused adding to the DC of the attempt.
A failed roll provokes an AoO.

Slight of Hand DC.

20 Rip off a belt pouch or necklace.
25 Rip off a side satchel or grab a held or worn containers
contents.
30 Tear off a backpack or shield.

35 Tear the magical nose ring out of the nose of a berserk charging Minotaur.
Opposed by CMD Grab a weapon, wand or Item out of the hand of someone.
and provokes AoO.

Disable Device. ( Str )

This skill is simply the opening of locked objects through the creative use of force. Special tools are normally required to open locks effectively. Members of this kit don't use any of those tools that normal thieves do, though. Crowbars, sledgehammers, big rocks, and spiked clubs are frequently used. This method has advantages and disadvantages over the normal method. Normal traps like poisoned needles in locks and contact poison just don't do anything to the thief, obviously. Moreover, an attempt takes a mere 1-3 rounds (spent smashing, prying, and gouging the offending closure). The problem is that most objects are too delicate to handle this sort of treatment. Generally, if the DM thinks the locked object (or its contents, if a chest or box) is liable to be broken by the mistreatment of the lock, s/he should have it save versus the blow. Noise is also a drawback of this method. Ability modifiers. The Clod gets a + 1 to this roll for every 2 levels in Clod he posses.

THE DC is the BREAK DC of the lock or box

Remove traps: Not dissimilar to Open Locks. A Clod has a hard time finding a trap on their own, but if a friend points one out, the Clod can "remove" it quite effectively. The technique is essentially that of catastrophically setting it off. As above, a few "tools" are needed. If the roll is successful, the thief sets the trap off, causing it to fail/jam/whatever. The Clod NEVER takes damage from the trap if his roll is successful. Other party members need by no means get off this easily. If they happen to be standing in the wrong place when the trap is set off, too bad for them. This skill applies both for mechanical and magical traps.
Failure sets the trap off automatically; and, if the thief CAN be affected by it, he automatically is. The Clod gets a + 1 to this roll for every two levels in Clod he possesses.

Tough skin: the Clods repeated fights cause his skin to callous, giving him a natural armor bonus.

Damage Reduction: The Clod gains the ability to shake off damage similar to a Barbarian.

Resist Death: At 6th-level, A Clod becomes even more resistant to suffering and injury. As such, if a failed massive damage save or a missed fortitude saving throw would result in the Survivor's death, he is instead reduced to - 1 hit-point.

To Dumb to Care: At 10th level - extreme cold and heat does not bother a Clod.
He gains a permanent endure elements effect.

New Abilities.

Move unstoppably: (Ex)

As was mentioned earlier, nearly every member of this kit is large and overweight. These thieves possess an uncanny skill to barge through obstacles with little or no harm to themselves. This skill is usually invoked either (1) while frantically making for the exit or (2) while mindlessly trying to get hold of something interesting. If used successfully, intervening objects/beings will be knocked over, spilled, scattered, stomped on, jostled, busted through or otherwise disturbed in the most chaotic, noisy way possible.
The Clod gets a + 1 to this roll for every level in Clod he posses And adds his CMB.
There are Five basic types of obstacle the Clod needs to worry about:
(1) "Huh? Did I hit something?" A single chair. A shorter humanoid. Something minor like that. CMB check.
Small objects DC 10
Small creatures Opposed CM rolls.
(2) "Oooff!"
A dining room set. A bunch or barrels.
A short picket fence. A thick hedge. DC 15
A few people gossiping in a group. Average CM.
A single much bigger humanoid. Opposed CM rolls

(3) "Oww!" A plaster wall. 20
A big wooden fence.
A small group of guardsmen Average CM.

(4) "...."
A Badly made thin Brick wall. 25
A web spell. Spell DC
A battle sqaud of Orcs. Average CM
A big big monster. Opposed CM rolls
A Door or Portcullis Break DC.

5. Insane.
A Blade Barrier spell. 60
A wall of Ice. 60

It is Impossible for the Clod to run through things like walls of stone
or Iron.

The Clod moves at full normal movement through the area for up to a round or until the DM deems that he must stop or roll again. If the Clod attempts to Move Unstoppably through one or more armed entities, that's OK. If he succeeds, the victims must each make reflex saves Vrs the Clods roll or be knocked prone.
If he fails, each of the intended victims get an attack of opportunity as he moves by.
If he fails by more that 5 his progress is halted and provokes AoO.
If he fails by more than 10 he is knocked prone himself and provokes AoO

If he fails to move through an object he is knocked prone or subjected to whatever it was ( ie - Web ). With possible Damage (ie - Blade Barrier. )

Thump! :

Clods gain the ability to "thump" a surprised, sleeping or helpless opponent on the head. The thief may use any proficient blunt weapon. If the victim is wearing armor, s/he is assumed to be wearing a helmet unless there is some reason to think otherwise. A "thump" will only be the special shot to the head if the opponent is surprised.
AC is the Flat footed, or Helpless AC of the Defender,
Plus all normal bonuses for attacking from behind, etc., if applicable.
A successful hit does normal damage Plus an extra 1d6 Non lethal damage at every odd Clod level.
The Thump DC Fort save to save vrs the special effects is 10 Plus half Clod level
plus Str Modifier.
LEVEL SPECIAL EFFECT.
At levels 1-4: Target is staggered for 1 - 3 rounds.
At levels 5-8: Target is dazed for 1-3 rounds.
At levels 9-12: Target is Stunned for 1-3 rounds.
At levels 13-16: Target is Knocked unconscious for 1-3 rounds.
At levels 17-20 Target is knocked unconscious for 1-6 rounds.
At levels 20 + Target is bashed into negative Non lethal HP equal to his Constitution.

Bonus Feats are Chosen From this List and the list of New Feats.

Improved unarmed strike, Catch off guard, Die hard, Throw anything, Toughness,Improvised weapon mastery, Intimidating prowess.

New Feats.
Careful : Your character has through hard knocks learned to become particularly careful when around deadly or potentially dangerous devices, which includes traps designed for various effects. Benefits: Your character receives a +3 bonus to all his Reflex saves against all types traps and as well as a +3 dodge bonus to his AC against all types of traps. As well as this, your character is also granted a +3 bonus to all perception checks to discover any traps.

GUTS
You have a bad habit of doing things that ought to get you killed, and an odd knack for surviving them.
Benefit: Whenever you intentionally stake your life–or something equally valuable–on a particular die roll, you gain a +8 bonus to the roll. Only truly daredevil risks, such as a jump check to clear a thousand-foot-deep crevice, or your saving throw when you manipulate a wizard into wasting his fireball spell against you while your companions linger safely out of range, receive the benefit of this feat. Furthermore, you must willfully subject yourself to the risk; the fact that someone slipped lethal poison into your drink or decided to blast you with a cone of cold in open combat doesn’t require any guts on your part.

Lucky. - Charcter gets +1 to all saves.

STONE THROWER
Just as a monk can slay with his fists your skill turns a common stone into a dangerous missile
Benefit: You treat normal stones between 1 and 5 pounds as a simple ranged weapon. A typical stone deals 1d6 damage, has a threat range of 20/x2, and has a range increment of 20. A poor stone has the same stats but deals only 1D4 damage.You may take all the usual weapon feats using stone as a weapon of choice

FORTUNE
You have unusually good luck
Benefit: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it’s worse than the original roll.

Other feats may be added to this list by the DM.

End.


Some people love these charts
some Hate them.

Heres my latest compiltaton. Feel free to use it, ask questions or rant at it.

CONFIRMED CRITICAL CHART
Compiled by Murkmoldiev.
.
A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll and the Special chart roll.
D20 Roll.
1-5 Power of the blow knocks opponent prone and back 5 ft.
6-10 Power of the blow causes opponent to fumble.
11-12. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1-6 rounds . Momement halved due to limping until healing recieved.

13-14 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

15-16 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds..

17 Hard hit 20% extra damage on final damage count.
18 Powerful Hit 40 % extra damage on final damage count
19 Brutal Hit 50 % extra Damage on final damage count.
20 Roll on the Special Chart.
SPECIAL CHART !
( Armor ) means no special effects - but armor is damaged. Every attack on this chart inflicts an extra multiple ( or more if noted) on the damage.

1. Your blow destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 3d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious. Shield protects Left arm if one is worn.

2. Your blow destroys your opponent’s arm at the elbow and blood gushes at the rate of 4d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 24 each round or fall unconsious.Shield protects Left arm if one is worn.

3. Your blow destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 5d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 28 each round or fall unconsious.Shield protects Left arm if one is worn

4. Your blow destroys foot at the ankle blood gushes from the stump wound at 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save
DC 20 each round or fall unconscious.

5. Your blow removes foes leg at the knee. Blood gushes from the stump wound at 4d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 24 each round or fall unconscious.

6. Your blow destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 5d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 28 each round or fall unconscious.

7. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are stunned for 1-3 rounds. dropping anything held.

8. Your strike smashes foes nose stunning him for 1- 3 rounds, causing them to fall to the ground and drop any hand held items. Full helm protects against this.

9. Your blow strikes foes forehead foe drops to the ground stunned for 1-3 rounds and unconscious if a Fort save DC 20 is failed. Helmet protects against this.

10. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this.

11. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconsious. Full helm protects against this.

12. Eye removed- stunned for one round - blinded in one eye. Visored hem protects.

13. Ear removed - Stunned for one round -deafened in one ear Helm protects.
14 Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects.

15. Massive Chest Chop Foe exhausted and stunned one round - Shield protects.
16. Throat slash - no speech Bleeding 1d6 hp round Gorget protects
17. Throat cut - Two extra multiples. Bleeding 2d6 hp round.

18. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round.

19.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples.

20 SUPER DOOPER HIT.
Roll 1d6.

1. Your blow divides foe in half, death is instantaneous
2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds.
3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once.
4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
5. Your blow caves foes head in. Foe silently slumps.
6. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flys off near enough.


I think there was some rule in 3.5 that a character could get only a maxiumum of 5 attacks...
Then I see the Monk Flurry where he can get up to 7 !
6 at 15th level !

Now with he Ki he can get another.
With a weapon of speed he can get another ...
can he get another if hasted?

thats 10 attacks at 20th or even just 7 at 10th !!
What DM wants his players getting 7 attacks at 10th level??

This seems crazy . With the same Base attack as a fighter he is going to be the most insane killing machine ever at higher levels.
Is this the real deal in PF or have i missed something ?
Please help.


Remember massive encounter charts listed by terrain?
The Mother of all Encounter tables is good but that is the only 3.5 one I know of, is there any others?

Does anyone remember the AD&D MM2 ? At the back there were list of every monster by terrain and rarity... as well as instructions on how to put them together to make your own charts.

Is there as list of all the monsters like this by rarity and terrain anywhere ?

How do you DMs usually get your charts?

Does anyone remember the old Monsters by Dungeon Level charts?

What were they in?


I promised my step son a Huge quest so his 14th level priest of Siahinae Moonbow can become a chosen.

So I need somesort of big save the Elves Quset that he and his friends can go on...

I have all the Dungeon Magazines but man its alot to go through them all...

Anyone know of such an adventure or one that could be tailored in such a way?


I have put together this survey which will helped me create the raddest adventures and campaign for my players- Tailoring the game to make it better for all.

I was quite surprised at the results ....

I have posted it here in the hope some of my fellow DMs may get some use out of it in surveying their players.

GAME STYLE.

Please rank in order from most to least the style of play you like-

World building - Where you seek to carve out you own place in the world, found your own town, temple- most adventures supporting this goal.- as your town or kingdom grows adventures begin to focus on how the adventure affects your kingdom or your bases interactions with the environment.

Huge Quest.- A massive quest that you begin and continue on its path to the end- starting at low levels and completing the quest around Epic levels in some gigantic culmination.. Personal choice within the adventure is great - but you must follow the adventures path.

Adventuring- Traveling across the world going pretty much where the adventure you choose takes you .Possibly traveling across the whole world in different ways and possibly staying in one kingdom for some time. Not setting any real future goals - just sort of muddling along.
This is the type of adventuring we usually play.

World Spanning Travel. - As above but never staying in the same place for very long - exploring the world.

Random mashups.- Totally random- What ever comes along, no set anything. Arctic one day - then teleported into the desert the next ( For example ) Adventures sometimes start with “ You have a strange dream ... or You Wake up far from anywhere with a sore head and no items...”

Staying put.- Just staying in one area and adventuring in the wilderness and Dungeons of that Area and getting to know the area well.

Out of 100 % what Percent do you like

Battles
Overcoming Puzzles
Solving Mysteries
Over coming traps or environmental factors.
Diplomacy with beings in the environment.
Developing your character according to the goals you have for him.

And What percentage out of 100 % do you like

Dungeon. - Inside massive complexes. Dealing with the hazards of Traps and lairing monsters.

Urban. - that’s inside cities and towns.

Wilderness- That’s adventures based under the sky. Dealing with foraging - hunting - the elements and natural hazards.

Please rank the Environment of adventures you would like to play the most in order.

The Underdark - a strange, alien setting, entirely underground. Bizarre creatures and ancient races populate it, nearly all of whom are of hostile nature. Within the context of a game, the Underdark is extremely dangerous, especially to characters or other fictional creatures that are not native to it. There are the usual dangers associated with caverns: claustrophobia, occasional poor air circulation, and getting lost. Cave floor and ceiling collapses are also a hazard.

Dungeon. - Adventuring based almost wholly inside a gargantuan Dungeon complex. Rarely coming to the surface but for more items and food.

Urban. - A city based game - where most of the game takes place in a large city or a series of city states. Includes merchant type adventures and court intrigue , rouge and wizard guild adventures , sewer adventures.

The High Seas - A pirate/ privateer style adventure where you work you way up from common ships hand to owning one or more ships and sailing about the place on adventures.

Desert. Sand magic - old tombs- camels - living with tribes searching out Oasis’s.

Good Happy temperate Kingdom- Happy prosperous Kingdom ruled by a Just Monarchy with Knight and Maidens and Castles and Nobles.

The Frontier - The wild wooded dales- Rangers and Druids and wild woods.

The Tropics- Jungle - Snake people - Jungle temples - Hidden pygmy jungle people.

Snow and Ice- Arctic adventures with ice age type excitement.

Extra planar or other Worldly adventures.- Whisked back in time or to another plane or world wholly different to the one your in.

.................

Is there anything else that you would like to see more or less of or just like to experience in
the DUNGEONS AND DAGRONS GAME???


Back when I played 2nd ed and was using resources off the net there was a magic item called Ring of the Dragons or Ring of the Nine Dragons or something.
It was craved from gems or something and consisted of a bunch of dragons eating each others tails in a circle...

I thinks it was someones crazy made up item and it was way over powered, but in all my files I cannot find it !

I need it now.

Did anyone encounter this 6-7 years ogo whene there was millions of crazy web-sites of peoples item ideas?

Please let me know if you find it.


I have a player that is about to undergo a full moon transformation into a werewolf but he has just found a Dragonorb and wants to start focusisng on it and undergo the Mindspin process AS the change to werewolf form happens .
He wants to do this because he wants to see if the Spell will cancel his curse.
( He is 13 and nuts. )
I dont know what to do ...


Any Writings on Why a Golem cant be stone shaped..

I think DMs running STAP know what I mean...
Bit of a crisis here...

Please help..


Ive looked through my dungeon magazines and cant find much data on the Crimson Fleet besides a rough outline ( they are a evil consortium of piratey demons ... ) Is there more information on them somewhere that im Missing?


Hi - I wrote many adventures in my teen years for 2nd ed and now Im converting them to 3.5.
I have finished a few and posted them for free download.

here is the link

http://www.dmtools.org/resources.php?nav=advs

The first two are a two part series :

Question of Religion II - The baffling sequel to the adventure that was never made.

Question of Religion III - The wacky conclusion to the trillogy that wasnt.
This adventure is possibly the largest free adventure on the web. 279 pages, its BIG and includes FULL maps.

And two stand alone adventures.

THE BRONZE FLUTE

It washed up on the stream. A bronze flute about four feet long. It found its way into the hands of a young boy and as he played the instrument in secret, it slowly changed his mind. The Flute to the village folk is a Symbol of Evil, sent to wreak havoc. From where no-one really knows... though Feral the Elder Druid has his wise eye on the Unopenable Doors of the mountain slope overlooking the settlement ....

and

THE LION AND THE BLADES.

This adventure is a Pirate and Rogue filled quest of fun and exitement.

I am currently working on

LAIR OF ABRAX the SCARILY EVIL.

feel free to email me at agentfestakull ( at ) hotmail.com
for any help running them, advice or such.


So the MM says that a normal Black pudding weighs 18,000 lbs
which is the weight of two bull elephants.
The pudding in only 15 feet x 2 ft .
An elder probably weights about a million Tons.

Doesnt that seem crazy ? It would crush everything it touched to a pancake. Forget slam damage - it could just flow over things and flatten it ...

Your thoughts?


I now have every Dungeon Magazine every Printed.
All 150.
Thanks to Niko77 who sent me the last one I needed.
Who else has all of them?

How much would they all go for on ebay?
Im off to make sure they are safe .


Me and my group will be - Its a tradition that I have been doing for the last four years. most of my players are too young to "Party" and I used up all my share of partying back in the day and am still waiting for it to grow back.

Post Here your D and D New years Resolutions and what you were doing at the New years moment...

Resolutions...

1. To stand strong against the incursions of dumbed down MMORPG uneducated teen pandering 4th ed and hold high the pennant of early systems for as long as I can ... until I finally look at the new books and think... there are some good ideas in this, maybey I could add some of it to my 1st , 2nd and 3rd ed Mix and create the first truly unplayable system ...


I have EVERY Dungeon magazine printed except for 139.

Who can help me . I will pay 30 $ ( Shipping inc ) $ for it right now.

right NOW !

Please !!!!


Remember that old thread about insane gamers that you have to kick out or run from? Man I thought that was cool!
Has anyone met anyone just totally mental while gaming...

Ill start off with a story about this one guy ...

Fruitcake.

One guy I decided to take into my regular Dungeons and Dragons game ( to the horror of my players ) was called Fruitcake by the other kids at school.

We were your regular small town New Zealand 15 year olds secretly playing Dungeons and Dragons at home while pretending to be normal by playing rugby at lunch times at school .

We had a good thing going - 10 am to 7 pm Saturdays and Sundays and every moment of every holiday. Some of the kids rode for 2 hours on their rusty bikes through horizontal sleet along a gravel road to get to my house in the full blown wilderness. We had a good thing going...
Why did I invite Fruitcake?

Well many reasons... One, because he was a new kid and a weirdo and thus a potential friend and as a weirdo he was one of my own. He had heard us whispering about D and D and he was all up on it and had expressed his great interest in playing.

Two, because he would wear a leather tank top to school and had a blond mullet and muscles.

Three, because he was intelligent and creative.

Four, his nick name had permeated the school to such a degree that very few people could honestly recall his real name.
One kid made a speech as a class project about making fruit cakes with the sole purpose of embarrassing and humiliating the guy.

At the end of the speech after the teacher had left the room Fruitcake calmly walked over to the guy and unleashed a sudden flurry of face and head punches upon him. Then he dragged the guy by the throat over to the open window and forced him out of it, calmly ignoring the guys struggles and giving him a whack or two to get him out.

They half unconscious guy fell from the second story window and landed on his back in the playground.
I immediately ran to the principals office to tell him a story of a really intelligent caring guy pushed to the edge buy one clowns callousness.
I was the head of the debating team and I should have got a cup for my efforts that day.

The principal took Fruitcake into his office and told him off and then sent him home for the day. But I think he was secretly proud.
I know I was.
Fruitcake had actually done what I had only dreamed of doing

On the merit of the eradication of one of our enemies my players agreed to let him in on the game.

He made a character for the game. And the character was female. This was so novel and unusual that my players were having second thoughts and they seriously doubted his sanity. I had to let on that he had a crossbow to bring them around.

We played at his house which was a medium sized tin shed situated downtown.
We all arrived and the first thing he did was angrily smack his dad around a bit which was just crazy. Then he went and got a bottle of Black Heart rum from his side of the room - poured him self a cup of it, added blue food colouring and downed it in one gulp.
Then he put on a plastic Viking helmet.
He was ready.

I got the game ready. The players were assaulting The Temple of Tharizdun . And playing in this creepy kids tin shed just added to the terror. He had a crossbow on the wall and a pretty cool looking homemade sword... which he was now waving about to punctuate his excitement.

The guys roleplaying was flawless. He cooperated fully, had most of the great ideas, was valorous in battle and generous with treasure. He saved each player at least once and the game was one of the best I have EVER played.

At the end of the game as we were heading off he took his crossbow outside and within 30 seconds had shot a feral cat through the neck at 30 paces.
( Feral cats are the scourge of New Zealand. They eat all the nice and pretty endangered flightless birds - not killing a feral cat when you can is an actionable offense in some particularly heavy hit areas ) .

So he was a LEGEND in my mind.
So cool.
SOOOO COOL.

My players thought differently though.

They just could not get over the fact that he was playing a female character. So they voted him out. His other behavior did not worry them much - I was their Dungeon Master, they had seen worse.

He and I remained good friends though and continued to share adventures and tales.


Greetings...

Ive been writing my own adventures for a long time now and have been having limited success in posting them free online for people to play . I write them to share the healing and as far as my extensive searching goes I have only found three sites with adventures on them and ALL three are dead and no longer accept any more adventures, though you can access the ones there - and in times past I managed to get 3 of my adventures on to rpgarchive ...
Anyway Lillith in her infinite coolness has a place for adventures on her website http://www.dmtools.org/resources.php?nav=advs
but thats it as far as the ENTIRE INTEWEB goes...

Am I wrong or is there really some massive conspriracy run by gaming companies to eradicate all free adventures from the web? Is there a secret base of sorts where all free adventures can be posted ?

I Just finished writing a 278 page 3.5 adventure and its on Liliths site so go forth and download.


Here are some house rules that my players like .
Pehaps it could enhance someones game...
perhaps it could create arguments enough to tear your group apart...

Weapon mastery. New rad rules

Sword
Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill parry- may use an attack to parry an attack if wins ini .
And beat attackers roll by 5.

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
Only has to beat opponents roll by 3 to parry

Mastery :+1 to AC when wielding sword. only has to beat opponents roll by 1 to parry , gets + 4 to confirm critical and + 1 d 20 on the % roll. .Qualifies to join a fencing school, to learn secret passes.
http://www.pandius.com/secrtpas.html
http://www.pandius.com/engarde.html

Crushing weapons,

Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill hard smash - may use an attack to do double damage against objects.
+1 to hit and damage vrs crushing vulnerable foes.

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
+2 to hit and damage vrs crushing vulnerable foes.

Mastery : gets + 4 to confirm critical and + 1 d 20 on the % roll. On a natch 20 foe must make a fort save dc 5 + characters level or be stunned for one round.
+3 to hit and damage vrs crushing vulnerable foes.
May use an attack to do triple damage against objects.

Axes and heavy chopping weapons.

Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill hard chop - may use an attack to do double damage against ropes, planks, wooden shields and other chopable things.
+1 to hit and damage vrs chopping vulnerable foes. ( treants, plant monsters, rope golems etc,

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
+2 to hit and damage vrs chopping vulnerable foes. ( treants, plant monsters, rope golems etc.
Mastery : gets + 4 to confirm critical and + 1 d 20 on the % roll. On a natch 20 foe must make a reflex save dc 5 + characters level or be knocked prone .
+3. to hit and damage vrs chopping vulnerable foes. ( treants, plant monsters, rope golems etc,
May use an attack to do triple damage against objects.

Spears and polearms.

Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill wicked poke- may use an attack to do double damage against large popable balloon like objects. Gain: At bay skill. Get a free AO vrs any one who trys to get past the reach unless they make a reflex save at DC 5 + your level.
+1 to hit and damage vrs popable foes.

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
+2 to hit and damage vrs popable foes.
Double damage when charging foes.

Mastery : gets + 4 to confirm critical and + 1 d 20 on the % roll.
+ 1 deflection ac, If there is room enough can keep moving to keep opponent at bay to force them to have to keep trying to get past your reach.

+3 to hit and damage vrs popable foes.
May use an attack to do triple damage against popable objects.


Help me guys-
What the HELL is that feat where the damage dice of your specalised Weapon increases to the Next level of dice?
d 4 becomes D 6
D6 becomes D 8 etc
And Dont forget to Download and Play my adventures at
http://www.dmtools.org/resources.php?nav=advs


Hi guys- Wondering if anyone has read or played my adventures yet? They are Free for YOU. Im making a third.
Here are the Intros to get you keen if you havent allready downloaded them from the RAD DM tools site.

http://www.dmtools.org/resources.php?nav=advs

THE BRONZE FLUTE- .

It washed up on the stream. A bronze flute about four feet long. It found its way into the hands of a young boy and as he played the instrument in secret, it slowly changed his mind. The Flute to the village folk is a Symbol of Evil, sent to wreak havoc. From where no-one really knows... though Feral the Elder Druid has his wise eye on the Unopenable Doors of the mountain slope overlooking the settlement ....

And

A Question of Religion II . . .

The baffling sequel to the adventure that was never made . . .

Play this adventure as an insight to the Evil and Power of Abbathor - Grand Master Of Greed.

Background:

A Semberholme Elven patrol stumbles on the razed Wood Elven village of Yos which lies to the west of the large Elven settlement of Semberholme. The find was a scene of massive slaughter and bloodshed. The battle was headed by one young and brash Gonyuk Fiddletin Urps- the wayward Prince of the Thunder peaks Duergar and commander of a small secret army of young adventurous Duergar who snuck off from the clan Urps in search of Elven gold and jewels. The small army called themselves THE LEADEN LEGION. This army was fed on stories of immense Elven riches for the plundering. They were told these stories and led to the village by a charismatic new Knight from a distant Duergar Kingdom, who seemed to know his way around.
Gonyuk fell in the battle with the Wild Elves and the young band promised not to speak a word of this to anyone back home lest they be blamed for Gonyuks death and punished.
The pickings of the spartan Wood elves were slim but the Knight paid them from his own saved horde and so the remaining Duergar who survived the battle joined the foreign Knight in his castle with the growing ranks of his Abbathorian mini army.

But the new knight wasn’t happy. He was a Paladin of Tyranny and a Cavalier in Abbathors service. So he dispatched one of his many pet ravens to do some meddling . . .

Go forth and Game.


My 11 year old Stepson Wrote this for his homework - which had to be an informative paragraph on somethnig he knows alot about.

Rocco is his Dwarven Ranger 14 / Green Dragon bloodline 2 / Cavelord 2 currently looking for another way into the city of the spider queen after a beating by the Gate guarding Firegiants.

Rocco.

Rocco is very interesting. I have his Character sheet in front of me that is very good.

It tells his Hit points ( 172 ) favored terrain ( Underdark ) and hated enemies ( Drow , Trolls and Vampires.)

I will tell you this, Rocco could kill 3- 30 drow in one fight. Now this other fact amazed me- The females are harder to kill.

The males are weaker.

There are over 300 different Drow houses, they live everywhere in the underdark- even the lowerdark.

Their life span is a few centuries or until they meet me.

When a drow comes of age it must pass a test. The test sees how well they can harm other creatures. If they fail they transform into a Drider. It does not breed but are still active. The change is painful and the drow becomes a Drider 12 hours later.

Last but not least they develop a poisonous bite.

Then the females decide to test more Drow and it starts all over again.

I hope you have learned something. I almost forgot -Rocco found a squashed Drow ear on his Hammer.

I got this information from The world of Dungeons and Dragons that my stepdad makes.


Hi Guys-
Ive Written many an adventure, And if your a DM like me you have probably spent time searching the Net either looking for other Home made adventures - Or A place to put yours out there for people to play.
I have One adventure online right now called A QUESTION OF RELIGION - Link-
http://www.rpgarchive.com/index.php?sysid=37&page=adv&sort=Alpha

But I CANNOT for the life of me find anywhere else to put my adventures for people to download and play.
The links to add more adventures to that one are broken all the sites seemed to be unmanned tombs...

Hard searching unveils a few twisted quarter funtioning AD&D sites that have adventures on them ( From 1999)
Does no one make Modules Unless they are getting paid?
Does any one Know of Any more sites? And Why dont We have a site where we can put all our adventures here?

I appeal to you my D And D brothers forHelp.
Where can I send these master works?
Best
Wez


My 11 Year old stepsons 17th Level Dwarven ranger has now eaten 3 illithid brains .
This was in that big prison - Spiral of Manzensinne or what not.

Any one want to have a stab at the game effects- Good or bad of doing this?

Thanks.


So If my players Wizard is floating about in a Telekinetic Sphere exactly which spells can he cast on his enemys and what spells can they cast on him?
Can he cast spells if they originate outside the sphere?
Can his enemys cast spells on him in the sphere if the spells dont zoom from source to target?
Can he cast teleport of Dimension door on himself to leave the sphere?
I dont feel the PHB is clear enough. So What do you guys think?
Please help.
Best
WEZ


Hi Guys-
Ive Written many an adventure, And if your a DM like me you have probably spent time Trolling the Net either looking for other Home made adventures - Or A place to put yours out there for people to play.
I have One adventure online right now called A QUESTION OF RELIGION - Link-
http://www.rpgarchive.com/index.php?page=adv1&advid=808\
And Im working on Many more.

What I wanna Know is how come there are only 2 sites ( That no one seems to be manning ) besides a few twisted quarter funtioning AD&D sites where you can put your adventures? Is WOC the only place adventures are allowed to come from now?
Or does no one make Modules Unless they are getting paid?
Does any one Know of Any more sites? And Why dont We have a site where we can put all our adventures here?

I appeal to you my D And D brothers for answers and Help.
Best
Wez


I have Searched and Searched.
But I cant find what beholder eyeballs are used for ( When detached ).
I know I saw a spell or somethnig that needed one Im sure.
Help me.


My players cant seem to grasp the idea that rings of protection - bracers of armour - cant be worn with their other mundane ( or magical ) armour.
The biggest argument we have is that they think that the wizard could cast Mage armour on the Warriors in thier plate mail.

I have just Vetoed this silly proposal but I would like some back up - with refernces to rules on it ( that I cant seem To find ) .


I AM ROCO.

Long has been the journey into these dark depths.
To save a forgotten Dwarven Clan that is not my own.

I have a Dwarven body yet it was not always this way. I came from the realm of water- but the river of life led me to the halls of Dumathoin himself and it was there I embraced his teachings and became Dwarf in body and Soul.
I am a Deep Ranger, the caves and tunnels of the Underdark are my wide open plains and the odorous fungal growths of the Deepearth my forests.
Now I am seeking Vampires to... not kill... one cannot kill that which does not live ... but to annihilate.

We had reached an impasse - The mithril and steel gates of Klandenstrum.

A figure in Mithril full plate of the ancient style of clan Durin greets us at the top of the stone stairs with questions and invitations.

Clemnak responds with threats and promises of a swift liberation from the realms of undeath.

I can barley hear them- my rage against vampires burns as hot as my medallion of hated enemy detection.
Its scorch against my skin not only indicates the proximity of the vampire on the stairs but also helps me focus my rage.

The vampire let us in and Clemnak the stone cunning told me why ...
There was a trap at the top of the stairs that would have buried us under tons of rubble if he had not sensed it...

The vampire dwarf was ready for us up on a balcony and fired a mounted crossbow at my pet fairy dragon as we ran through the room below him.
I was too quick for him and jumped in the way hacking the bolt from the air with my twin wolf headed swords.

The team I led here - The penniless monk, the furious Clemnak Fey killer , and the confused Minotaur Red horn, pound through the room, around the corner and up the stairs to the balcony. After ensuring my dragon Maximus is safe I run after them - I hit the bottom of the stairs when I hear the resounding slam of mithril on mithril. Then I stop- my medallions temperature changed slightly- smoke was rising from it and over the sound of battle I heard a spider like chittering noise.

Spinning to look down the corridor we had just run I see it.

It hangs from the ceiling - a horrid creature from the far depths of who knows where, extremely skinny, with a bristles of black fur covering him, a vast smell of death surrounds it. Its face is fanged and spider like...
It moves swiftly and with immense strength.. .a transparent bow in its hands - a glowing blue arrow of energy nocked.

The Minotaur roars and charges it- yet my rage lends me speed and I get there first, twin swords out and blazing - as I run a blue streak passes me by and then its over. The feeble creature desperately trying to turn invisible and escape as my fourth strike in as many seconds takes its filthy head off in a small spray of oily black blood. I vent my rage on its remains hooking out pieces and severing tendons and limbs with blades that glow with silver light. I see a triangular grey medallion from the creatures hairy neck - A purple glowing draconic eye blinks open from its center and stares at me ! Grabbing up one of the creatures weapons- an intense looking dagger with a blade of diamond - I stab the eye repeatedly. It goes out like a candle.

Then I feel the burn of my medallion - They are fighting the vampire on the balcony and I cannot be left out. If I don’t join the battle it will be a disgrace to my life. I yell to Maximus to protect the treasures of the body.
I turn and charge up the stairs in time to see Clemnak on the back foot and with his magnificent armour dented - pushed back and bashed by the undead strength of the pale skinned armored figure . As Clemnak is stumbling back the vampire raises his grey glowing war hammer of cracked crystal and with a head splitting shout slams it into the top of the stairs.

My companions are thrown to the ground as the stairs buckle in a wave and split down the center creating a gigantic crack that threatens to swallow us all. Rocks fall from the ceiling and using the bouncing rocks as skidding stepping stones to aid my rapid assent, I charge the foul creature.
No one under the earth is as good as me at rapidly running across tumbling, uneven stones. Dumathoin himself guides my steps and I fly up to trip over the top step. Quickly turning the trip into a roll I come up parrying the first of the vampires great blows.
Beyond it I see the holy glowing form of the monk kicking and spinning at it- fragments of mithril fly.
The dark warrior is forced to divide his blows between us. His immense skill and decades of training combined with his war scarred mithril shield are more than enough to keep the flurry of my swords at bay, Yet my blows come so fast they sound as one note against his sparking defenses.

Then Im slammed- my mouth fills with blood, my eyes with tears and my heart with rage. The blow would have killed an ogre stone dead but not I.
Gripping the hilt of my sparkling swords I thrust them forward as my enemy knocks the monk flying with a powerful hit.

A perfect strike ! - Cutting through protective links of mithril chain and passing deep into the undead body. The intensity of the strike is too much for it and it changes form into a vaporous mass of green grave smelling mist and starts seeping through the flagstones. I am in the center of it spinning and hacking - my powerful magic swords drawing black blood from its gaseous form.

My friend the monks hands glow with platinum colored ice which he weaves into the mist and as it fades into the floor it takes these holy glowing crystals with it.
We will find it and we will destroy it.

For I am Roco.


Wez here.
Long time reader of Dungeon and of Dragon...

First time subscriber.

I have been reading and buying Dungeon randomly since its inception and have recently decided to go crazy and collect EVERY SINGLE ONE and put them all in a big box, each precious magazine safely encapsulated within the sanctuary of a special plastic sleeve...

Im getting quite a few.

I’ve been in the game since 88 and it all began when I was 8 I met a Kid called Ben, who introduced me to a game called Tunnels and Trolls.
Tunnels and Trolls is a role-playing game that was first released in 1975. It was designed by Ken St. Andre.
Published by Flying Buffalo, it was developed to be an alternative to Dungeons & Dragons, aimed particularly at solitaire and play-by-mail gameplay.Tunnels and Trolls is a simple game that is rich in detail, easy to play and with a sense of humour. It was one of the very earliest roleplaying games from the late 1970s and was greatly influential on later systems. The game introduced the idea of playing a variety of humans as player characters, using a core character generation system, such that non humans were given greater strength or lower intelligence but still operated as any human in systematic terms. The game also published one of the earliest spell point systems, where magic is powered by mana points rather than memory slots derived from level, as in Dungeons and Dragons. The only polyhedral dice you need to play Tunnels and Trolls are six-sided dice, however you can need quite a lot of them. The phrase "buckets of dice" has often been used to describe how many a high-level campaign requires.

His father - who we called Pip was a professor at the University of Christchurch ( New Zealand ) and he played this game and had taught his son.
Ben and I played this game a lot over that summer and I even played in his fathers game with my characters Rambo I , II and III.
My foolish and reckless play style got me killed often but undaunted I made my own dungeon and killed other peoples characters.
I remember Pips Dungeon had a stone Donut in it that could teleport you or something and there was a group of orcs or something that would shriek PRESS GANG !! And fling gas grenades down the corridor.
This was represented by Pip throwing pens or dice at you and if you diddnt catch them then you CHARACTER diddnt catch the bombs and you were Knocked out - with the resultant and attendant disappearance of all your hard plundered stuff.

It was in that summer of 85 that the Gaming Juggernaut named THE WEZ was born.
If someone had told me that I would spend countless hours over the next 20 years scribbling into notebooks , rolling dice, making funny voices and would go with out food , sleep and even destroy perfectly good relationships with perfectly proportioned women all for the thrill of helping others follow me through a glowing green portal into an imaginary world populated with fairies, elves and gremlins I would have grabbed them by the arm and said...

“THERE’S A” PORTAL????!!!!!”

I once added up all the time I have spent hunched over books and peering from behind screens and the number of consecutive days that I had spent gaming totaled almost four years...

I rechecked the numbers THAT CANT BE RIGHT Wez said to Wez.
That’s preposterous , astounding and hideous !!!

It just wont do !

Its not enough!

Efforts must be redoubled!

Somehow and meanwhile I have managed to travel to 12 countries, become a professional in 6 fields, suffered through dizzying highs, shattering lows and of course creamy middles, written a book about it all ( It is called Memories of A Post Grunge Drifter) and only now am going bald at 28.

I have made many great adventures and have often thought of submitting them to Dungeon but for their length and general weirdness.

I will Email you my best one if you will read it and if you like it - play it.

Im at agentfestaskull@hotmail.com

Well Just thought I would enter the room and say hello.

Best
Wez


Wez here.

I have been reading and buying Dungeon randomly since its inception and have recently decided to go crazy and collect EVERY SINGLE ONE and put them all in a big box, each precious magazine safely encapsulated within the sanctuary of a special plastic sleeve...

Im getting quite a few.

I’ve been in the game since 88 and it all began when I was 8 I met a Kid called Ben, who introduced me to a game called Tunnels and Trolls.
Tunnels and Trolls is a role-playing game that was first released in 1975. It was designed by Ken St. Andre.
Published by Flying Buffalo, it was developed to be an alternative to Dungeons & Dragons, aimed particularly at solitaire and play-by-mail gameplay.Tunnels and Trolls is a simple game that is rich in detail, easy to play and with a sense of humour. It was one of the very earliest roleplaying games from the late 1970s and was greatly influential on later systems. The game introduced the idea of playing a variety of humans as player characters, using a core character generation system, such that non humans were given greater strength or lower intelligence but still operated as any human in systematic terms. The game also published one of the earliest spell point systems, where magic is powered by mana points rather than memory slots derived from level, as in Dungeons and Dragons. The only polyhedral dice you need to play Tunnels and Trolls are six-sided dice, however you can need quite a lot of them. The phrase "buckets of dice" has often been used to describe how many a high-level campaign requires.

His father - who we called Pip was a professor at the University of Christchurch ( New Zealand ) and he played this game and had taught his son.
Ben and I played this game a lot over that summer and I even played in his fathers game with my characters Rambo I , II and III.
My foolish and reckless play style got me killed often but undaunted I made my own dungeon and killed other peoples characters.
I remember Pips Dungeon had a stone Donut in it that could teleport you or something and there was a group of orcs or something that would shriek PRESS GANG !! And fling gas grenades down the corridor.
This was represented by Pip throwing pens or dice at you and if you diddnt catch them then you CHARACTER diddnt catch the bombs and you were Knocked out - with the resultant and attendant disappearance of all your hard plundered stuff.

It was in that summer of 85 that the Gaming Juggernaut named THE WEZ was born.
If someone had told me that I would spend countless hours over the next 20 years scribbling into notebooks , rolling dice, making funny voices and would go with out food , sleep and even destroy perfectly good relationships with perfectly proportioned women all for the thrill of helping others follow me through a glowing green portal into an imaginary world populated with fairies, elves and gremlins I would have grabbed them by the arm and said...

“THERE’S A” PORTAL????!!!!!”

I once added up all the time I have spent hunched over books and peering from behind screens and the number of consecutive days that I had spent gaming totaled almost four years...

I rechecked the numbers THAT CANT BE RIGHT Wez said to Wez.
That’s preposterous , astounding and hideous !!!

It just wont do !

Its not enough!

Efforts must be redoubled!

Somehow and meanwhile I have managed to travel to 12 countries, become a professional in 6 fields, suffered through dizzying highs, shattering lows and of course creamy middles, written a book about it all ( It is called Memories of A Post Grunge Drifter) and only now am going bald at 28.

I have made many great adventures and have often thought of submitting them to Dungeon but for their length and general weirdness.

I will Email you my best one if you will read it and if you like it - play it.

Im at agentfestaskull@hotmail.com

Well Just thought I would enter the room and say hello.

Best
Wez



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