The Seer's Journey - DM Downrightamazed

Game Master downrightamazed

A young refugee girl, blessed by the gods with foresight, is accompanied by six warriors to one of the most dangerous places in the world, where a great hero will die.

House Rules:
Trapfinding: If you are actively searching for traps, the ratio is One Perception Check per 10 square feet OR Specific Item, e.g., a dresser, foot locker, door, etc. I find this dovetails nicely with the rogue trapfinding ability and suchlike. If the item you are searching is particularly large, multiple Perception checks will be necessary.
So, when you say you are looking for traps please also specify where, exactly, you are looking. If you don't then I will assume you are checking the 10' in front of you.

Critical Fumbles: If you roll a natural 1 on an attack roll, this can mean one of two things:
1. If the Fumble happens as one of a number of attacks in the same round, whether from TWF or iterative attacks, if one of the other attacks was a hit, the fumble merely cancels out one of the hits.
2. If the Fumble happens by itself, it means you miss so badly you have dropped your weapon. Roll 1d8 to determine the direction it went in, and it always lands in the nearest nonadjacent square, regardless of whether that square is occupied or not. If you are fighting with natural weapons, you instead fall down, gaining the Prone condition. If you are fighting with spells you instead forfeit all actions for one full round to recover from the mishap i.e., you lose a turn. You suffer no loss to your AC, you are not flat-footed or anything like that, you simply cannot move or act from arcane/divine dweomer backfire.

Enhathladi Ammunition:

Please note that this ever-growing list should be considered normative, and supersedes any other list handed out prior to this day (11.15.11). Prices listed are normal market price. Markups are common, and usually pretty rude. Haggling recommended.

Flamestrike Arrows (fletched with Cardinal feathers):
Tier 1: 600gp per arrow 3d6 damage over a 20ft. diameter
Tier 2: 1200gp per arrow 6d6 damage over a 40ft. diameter
Tier 3: 2400gp per arrow 12d6 damage over an 80ft. diameter

Sleep Arrows (fletched with mourning dove feathers):
Tier 1: 120gp per arrow DC11 Fort save, still does normal damage
Tier 2: 200gp per arrow DC17 Fort save, still does normal damage
Tier 3: 280gp per arrow DC23 Fort save, still does normal damage

Smoke burst arrows (fletched with crow feathers): 50gp per arrow, Like alchemical smoke pellets, but last 1d8 rounds and cover a 20ft. diameter. Do no damage due to their breakaway design.

Razortusk Arrows (fletched with red wing blackbird feathers): 100gp per arrow, Ignore armor bonuses to AC, do NOT overcome DR, do normal damage

Backbarb Arrows (fletched with cedar waxwing feathers): 200gp per arrow, Normal damage plus 1 point STR. Also does an additional 1d4 tearing damage per round.

Puncturing arrows (fletched with woodpecker feathers): 200gp per arrow, Do normal damage plus 1 point CON plus 1d4 bleed.