Humonculus

Hal Maclean's page

Contributor, RPG Superstar 2008 Top 16. 474 posts. 1 review. No lists. No wishlists.



Contributor, RPG Superstar 2008 Top 16

Some call him the "Candyman" but we just call him "new guy"...

Contributor, RPG Superstar 2008 Top 16

About the shift away from enchantments and divinations. Shouldn't this make mysteries a lot more challenging? No more:

(1) See body
(2) Cast spell
(3) The butler did it!!

I suppose some of the rituals could get around this of course. Not to mention the introduction of new power sources like psi.

Has anyone tried a mystery themed adventure yet? If so, how did it go?

Contributor, RPG Superstar 2008 Top 16

I really like the notion of racial traits. One thing I'd suggest doing however is taking the time in advance to categorize them as either innate (i.e. something you're just born with) or cultural (i.e. something you learn while growing up).

This gives an in game rationale and simple mechanic for creating subraces and special castes. If you want to tweak one of the existing races without starting from scratch simply swap out some of the cultural traits for something new.

At its simplest level this means you could create sea faring dwarves, mad scientist gnomes and similar racial groups that vary a little from the mainstream.

I wrote a lot of Class Acts articles back during the print days which tailors my perspective when looking over any ruleset. I always look for sections of the rules allowing me to offer up interesting variations.

This suggestion of offering up cultural traits goes a long way towards increasing the options within the rules without much additional effort. That's one of the nice thing about considering this perspective from the start, you can slip them in rather than trying to shoehorn them later on.

Thoughts?

Contributor, RPG Superstar 2008 Top 16

In the course of researching something else I noticed that even those who make their saves against dust of sneezing and choking are stunned for 5d4 rounds. Now, that's intended to nuke the poor SOB who finds the cursed item, but in the hands of something immune to poison (like an undead rogue for instance) that could turn an encounter into a real blood bath.

Anybody ever see this in play?

Contributor, RPG Superstar 2008 Top 16

A young man pushes himself through the crowded marketplace. Ignoring the cheerful appeals of merchants, brushing past children clutching their mother’s skirts, he finally reaches the most congested part of the bazaar. There, his fingers trembling ever so slightly, he pulls a leather book out of his tattered clothing. With one final scornful look at his surroundings he kisses the holy sigil on the cover and opens it.
The explosion threshes through the crowd. A rain of blood, shattered limbs and less identifiable chunks of what were once people falls upon those fortunate enough to have stood just a few extra paces further away. As smoke pours from the freshly made crater stunned survivors shriek the names of the missing and realize they shall never feel safe again.
Elsewhere, the malign intelligence that sparked this atrocity smiles and waits for the feast...

Durgal Maldar, “the martyr eater” CR 14 (CR 1 (Ghoul) + 3 (Clr) + 4 (Sor) +6 (Mystic Theurge) )

Male Ghoul Cleric 3/Sorcerer 4/Mystic Theurge 6
CE Medium undead
Init +5; (+5 Dex modifier) Senses darkvision 60 ft.; Listen +6 (2 skill ranks +4 Wis modifier), Spot +9 (5 skill ranks +4 Wis modifier)

DEFENSE

AC 29 (10 + 4 mage armor +2 ring of protection +2 +5 Dex modifier +4 natural armor (+2 ghoul +2 amulet of natural armor +2 +4 shield spell) touch 17, flat-footed 24
(+4 armor, +2 deflection, +5 Dex, +4 natural, +4 shield)
ranged attacks 20% miss chance (entropic shield)
hp 103 (122 with empowered false life) (15d12+0); (6.5 x 14 +12 at 1st level)
Fort +6 (+0 ghoul + 3 clr + 1 sor + 2 mystic theurge), Ref +9 (+0 ghoul + 1 clr + 1 sor + 2 mystic theurge + 5 Dex modifier), Will +19; (+3 ghoul + 3 clr + 4 sor + 5 mystic theurge + 4 Wis modifier)
Defensive Abilities +2 turn resistance, DR 10/adamantine (stoneskin 100 hp); Immune Undead Immunities; spell immunity (lightning bolt, searing light), absorbs 108 hp worth of fire damage (protection from fire (9x12)

ring of counterspells (disintegrate)

OFFENSE

Spd 30 ft. (6 squares)
Melee bite +9 (+8 BAB + 1 Str) (1d6+1 plus paralysis) and
2 claws +11 (+8 BAB +5 Dex (Weapon Finese) -2 (Multiattack) ) (1d3 plus paralysis) Space 5 ft.; Reach 5 ft.
Special Attacks rebuke undead (3rd clr) 10/day (3 +7 Cha modifier) (+2 synergy bonus from Knowledge (religion) ),

Spells Known (CL 10th):
5th (4/day minus 1 extended and empowered false life) (3 from sor levels + 1 bonus spell due to Cha modifier) baleful polymorph (DC 22) (10 +5 spell level + 7 Cha modifier )
4th (6/day minus 1 stoneskin already cast)) (5 from sor levels + 1 bonus spell due to Cha) charm monster (DC 22) (10 + 4 spell level + 7 Cha modifier +1 Spell Focus (enchantment) ), stoneskin
3rd (8/day minus 1 extended cat’s grace already cast) (6 from sor levels + 2 bonus spells due to Cha) explosive runes (DC 20) (10 + 3 spell level + 7 Cha modifier), slow (DC 20) (10 + 3 spell level + 7 Cha modifier), suggestion (DC 21) (10 + 3 spell level + 7 Cha modifier +1 Spell Focus (enchantment) )
2nd (8/day minus 2 extended mage armor and extended shield already cast) (6 from sor levels + 2 bonus spells due to Cha) cat’s grace, false life, scorching ray (ranged touch +13 (+8 BAB + 5 Dex modifier) ), web (DC 20) (10 + 2 spell level + 7 Cha modifier )
1st (8/day) (6 from sor levels + 2 bonus spells due to Cha) charm person (DC 19) (10 +1 spell level + 7 Cha modifier +1 Spell Focus (enchantment) ), disguise self, mage armor, magic missile, shield
0 (6/day) (6 from sor levels) acid splash (ranged touch +13 (+8 BAB + 5 Dex modifier), daze (DC 18) (10 + 0 spell level + 7 +1 Spell Focus (enchantment) ), detect magic, ghost sounds, mage hand, message, prestidigitation, ray of frost (ranged touch +13) (+8 BAB +5 Dex), resistance

Spells Prepared (CL 9th):
5th break enchantment (D), plane shift (DC 19) (10 + 5 spell level +4 Wis modifier) (1+1 from clr levels)
4th freedom of movement (D) (already cast), inflict critical wounds (DC 18) (10 + 4 spell level +4 Wis modifier) imbue with spell ability, Spell immunity (lightning bolt, searing light) (already cast) (2+1 from clr levels +1 bonus due to Wis)
3rd dispel magic, inflict serious wounds (DC 17) (10 + 3 spell level + 4 Wis modifier), meld into stone, protection from energy (D) (already cast), speak with dead (3+1 from clr levels +1 bonus due to Wis)
2nd death knell (DC 16) (10 + 2 spell level + 4 Wis modifier), enthrall (DC 17) (10 + 2 spell level +4 Wis modifier +1 Spell Focus (enchantment) ), hold person (DC 17) (10 + 2 spell level + 4 Wis modifier + 1 Spell Focus (enchantment) , invisibility (D), silence (DC 16) (10 +2 spell level + 4 Wis modifier), undetectable alignment (already cast) (4+1 from clr levels +1 bonus due to Wis)
1st bane (DC 16) (10 + 1 spell level +4 Wis modifier +1 Spell Focus (enchantment) ), comprehend languages, cure light wounds x2, entropic shield (D), sanctuary (DC 15) (10 + 1 spell level +4 Wis modifier) (4+1 from clr levels +1 bonus due to Wis)
cure minor wounds x2, guidance x3, mending (6 from clr levels)

D domain spell; Domains Luck, Trickery.

TACTICS

Before Combat Durgal habitually casts undetectable alignment, an extended mage armor, and an extended and empowered false life at the start of each day. When trouble approaches he uses the time bought by his followers to cast stoneskin, spell immunity (lightning bolt, searing light), protection from energy (fire), freedom of movement, an extended cat’s grace, an extended shield and entropic shield in that order.
During Combat All things being equal Durgal prefers to eliminate elves and clerics first, but he never lets this bias put him at risk from other opponents. Durgal typically begins with a spell that hampers multiple opponents, choosing between web and slow depending upon which he deems more likely to affect the most foes. He tries to stay out of melee combat for the first few rounds, using his slippers of spider climbing to good effect, and targeting spellcasters and archers with baleful polymorph or charm monster respectively before following up with magic missile and scorching ray. Once he deems his opponents sufficiently softened up Durgal moves into melee, unleashing his web if has yet to use it since his freedom of movement spell allows him to strike at his leisure. With his multiple attacks, and the risk of paralysis with each one, Durgal enjoys going toe to toe with an enemy, so long as he manages to make it a solo duel. When necessary he uses enchantments like suggestion and hold person to keep his target’s allies from joining in. Durgal never uses his good fortune granted power to reroll an attack, he always holds it for a crucial saving throw or skill check (particularly Concentration).
Morale Durgal has no compunction about fleeing when things turn against him. If he goes two consecutive rounds without harming an opponent, or ever falls to less than half his hit points, he draws upon the spells he holds in reserve to help him retreat and adjust his strategy including sanctuary, invisibility, and meld into stone. When he reaches a safe place he heals himself with inflict critical wounds and inflict serious wounds. If unable to avoid his opponents, or he deems them too formidable even after healing himself, he flees to the Negative Energy Plane via plane shift and plots his revenge.

Base Statistics Dex 21 becomes 17 without extended cat’s grace, Cha 24 becomes Cha 20 without cloak of charisma +4)

STATISTICS

Str 12, (10 +2 ghoul racial bonus) Dex 21, (13 +4 ghoul +4 extended cat’s grace) Con -, (8 eliminated due by undead type) Int 14, (12 +2 ghoul) Wis 18, (14 + 4 ghoul) Cha 24 (15 +2 ghoul +1 4HD +1 8HD +1 12 HD +4 cloak of charisma +4)
Base Atk +8; (+1 ghoul + 2 clr + 2 sor + 3 Mystic Theurge) Grp +9 (+8 BAB + 1 Str)
Feats Ability Focus (paralysis), Empower Spell, Extend Spell, Multiattack, Spell Focus (enchantment), Weapon Finesse (claws) (15 HD=5 feats, Multiattack 1, Ability Focus (paralysis) 3, Weapon Finesse (claws) 6, Empower Spell 9, Spell Focus (transmutation) 12, Extend Spell 15)
Skills Bluff + 14 (7 skill ranks (+3 clr +4 sor) + 7 Cha modifier), Concentration +13 (13 skill ranks (+3 clr +4 sor +6 Mystic theurge), Diplomacy +24 (13 skill ranks (+3 ghoul +3 clr +1 sor +6 Mystic theurge) + 7 Cha modifier +2 synergy with Bluff +2 synergy with Sense Motive), Disguise +17 (+19 to stay in character) (+7 Cha modifier +10 hat of disguise) (+2 synergy bonus from Bluff to act in character), Hide +10 (5 skill ranks (+5 ghoul) +5 Dex modifier), Intimidate +9 (+7 Cha modifier +2 synergy bonus from Bluff), Knowledge (arcana) +8 (6 skill ranks (+6 sor) +2 Int modifier), Knowledge (religion) + 8 (6 skill ranks (+3 ghoul +3 clr) + 2 Int modifier), Listen +6 (2 skill ranks (+2 ghoul) +4 Wis modifier), Sense Motive +10 (6 skill ranks (+6 mystic theurge) +4 Wis modifier), Slight of Hand +7 (+5 Dex modifier +2 Synergy bonus from Bluff), Spellcraft +4 (+2 Int modifier + 2 synergy bonus from Knowledge (arcana) ), Spot +9 (5 skill ranks (+5 ghoul) +4 Wis modifier)

Spoiler:

(15 HD, 1st (ghoul 4 +2 (Int modifier) x 4) Diplomacy 2 ranks (4 points cross-classed), Hide 4 ranks, Knowledge (religion) 2 ranks (4 points cross-classed), Listen 2 ranks (4 points cross-classed), Spot 4 ranks) 2nd (ghoul 4+2 (Int modifier) Diplomacy 1 rank (2 points cross-classed), Hide 1 rank, Knowledge (religion) 1 rank (2 points cross-classed) , Spot 1 rank +5 total) 3rd (1st clr 2 +2 (Int modifier) Bluff 1 rank (Trickery Domain makes class skill), Concentration 1 rank, Diplomacy 1 rank, Knowledge (religion) 1 rank), 4th (1st sor 2 +2 (Int modifier) Bluff 1 rank, Concentration 1 rank, Knowledge (arcana) 2 ranks) 5th (2nd clr 2 + 2 (Int modifier) Bluff 1 rank, Concentration 1 rank, Diplomacy 1 rank, Knowledge (religion) 1 rank) 6th (2nd sor 2 +2 (Int modifier) Bluff 1 rank, Concentration 1 rank, Knowledge (arcana) 2 ranks) 7th (3rd clr Bluff 1 rank, Concentration 1 rank, Diplomacy 1 rank, Knowledge (arcana) 1 rank) 8th (3rd sor 2 +2 (Int Modifier) Bluff 1 rank, Concentration 1 rank, Diplomacy 0.5 ranks (2 points cross-classed), Knowledge (arcana) 1 rank) 9th (4th sor 2 +2 (Int modifier) Bluff 1 rank, Concentration 1 rank, Diplomacy 0.5 ranks (2 points cross-classed), Knowledge (arcana) 1 rank) 10th (1st Mystic Theurge 2 +2 (Int modifier) Concentration 1 rank, Diplomacy 1 rank (2 points cross-classed), Sense Motive 1 rank) 11th (2nd Mystic Theurge 2 +2 (Int modifier) Concentration 1 rank, Diplomacy 1 rank (2 points cross-classed), Sense Motive 1 rank) 12th (3rd Mystic Theurge 2 +2 (Int modifier) Concentration 1 rank, Diplomacy 1 rank (2 points cross-classed), Sense Motive 1 rank) 13th (4th Mystic Theurge 2 +2 (Int modifier) Concentration 1 rank, Diplomacy 1 rank (2 points cross-classed), Sense Motive 1 rank) 14th (5th Mystic Theurge 2 +2 (Int modifier) Concentration 1 rank, Diplomacy 1 rank (2 points cross-classed), Sense Motive 1 rank) 15th (6th Mystic Theurge 2 +2 (Int modifier) Concentration 1 rank, Diplomacy 1 rank (2 points cross-classed), Sense Motive 1 rank) )

Languages Celestial, Common; (14 Int=2 languages)
SQ Darkvision 60 ft., undead traits, +2 turn resistance
Other Gear amulet of natural armor +2 cloak of Charisma +4 hat of disguise, ring of +2 protection, ring of counterspells (disintegrate), slippers of spider climbing, 6 holy texts each bearing an empowered explosive runes spell, 1000 gp worth of diamond dust (material component for stoneskin) , tuning rod (focus for plane shift, simple robes.

SPECIAL ABILITIES

Ghoul Fever (Su) Disease-bite, Fortitude DC 18, (10 +1 ghoul +7 Charisma modifier) incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma based)

Paralysis (Ex) Those hit by Durgal’s bite or claw attack must succeed in a DC 20 Fortitude save (10 + 1 ghoul + 7 Cha modifier +2 Ability Focus) or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma based.

Good Fortune (Ex) (Luck domain granted power) Once each day reroll a roll just made before calculating its success or failure.

Only one meal excites the jaded appetite of Durgal Maldar, the torn flesh of zealots willing to martyr themselves for causes he claims to champion. Carrying holy scripture soiled by explosive runes spells (empowered to make them just that much more lethal) his dupes blow themselves up in the middle of crowds, believing his lies that their murder of innocents shall somehow deliver them unto paradise. Afterwards, when the screaming ends and the grieving begins, Durgal dispatches followers to scoop up the remains so that he might feast.
Emaciated, sporting feral teeth that put a shark to shame Durgal rarely has the luxury of showing his true face to the world. He typically uses his hat of disguise to make himself fit his audience’s preconceived notion of how a holy man should appear. Whether donning the guise of a tiny bald man in saffron robes who radiates serenity or a wild-eyed hermit scoured by desert wind preaching Armageddon’s fury Durgal adapts his look and demeanor to match the stereotype. He makes a single concession to the realities of his true self, heavy cologne that masks the carrion smell wafting from his undead body.
Durgal exploits the angry souls who live in the shadows of every society. Preaching sermons calculated to arouse their resentment he uses enthrall to drive the message home and waits for those affected most deeply to approach him. Then, drawing upon his personal magnetism he slowly, over the course of many private prayer sessions (and Diplomacy checks), transforms them from malcontents into suicidal murderers. He uses imbue with spell ability as the final hook, giving his victims their first taste of divine magic.
Though he cares not a whit for the causes he espouses, sometimes, to his amusement, Durgal touches upon a vein of true discontent and sparks a revolution. PCs using their investigation skills to ferret out the driving force behind a campaign of suicide bombings could easily find themselves suddenly plunged into the first clash of a civil war. If so, exposing Durgal as a monster might prove the only way to keep the peace.

Contributor, RPG Superstar 2008 Top 16

Beria

“Under New Management”

Alignment: N (with lawful tendencies)
Total Population: 3,000,000
Capital: The Kraal of the Great Earthshaker (30,000)
Notable Settlements: Albalong (150,000), Oldport (65,000), Ashton (45,000)
Ruler: The Great Anshaka, “Earthshaker” (were-elephant fighter 15)
Government: Theoretically absolute monarchy limited by the customary rights and privileges of the ruling elite.

At a Glance: Beria’s last king died on his back, unhorsed, along with an entire generation of knights and nobles, by the first appearance of the Ukuke, the were-elephants who had led the Azul invaders across the southern sea. Over the course a single summer the Azul, with several thousand Ukuke in the vanguard, crushed all remaining opposition; destroying castles and leveling city walls, neatly replacing the old aristocracy with themselves in the process. When the patriarch of holy city of Ashton made his submission, refusing to permit the sacred cremation rites for any Berian (along with his or her family) who defied the new rulers, the last vestiges of resistance collapsed.

From Above: Beria, a peninsula, looks vaguely like a lopsided anchor with a great ridge of inhospitable mountains running through its center. About half of its population lives in the southwestern “hook,” a place of farms, vineyards and small forests all knit together by a network of roads leading to the former capital, Albalong. A third of the population lives in the peninsula’s other “hook” to the southeast, a drier and rougher area filled with cattle ranches and mining towns dominated by Oldport on the coast, notorious as a place where anything goes. The remaining population, about a sixth of the total, lives in the interior mountains. Either in small villages eking out a living through terrace gardens and herding mountain goats or in the holy city of Ashton, home to the volcano which Berians believe must provide the spark that kindles a funeral fire.

Description: Beria’s new rulers, the Azul, make up about 10% of its population. Darker skinned than native Berians, they insist upon (and receive) deference but this rarely grates since they prefer to live amongst their own kind. Even a generation after the conquest most still live in their traditional kraals (villages warded by magical thorn bushes); tending their cattle, raising crops and heeding the words of the Ngtana -scholars trained in both religion and the arcane arts- to ward off evil spirits.
The Azul would find it much more difficult to govern without the support of the Ivala, those native Berians who have fully thrown in their lot with the new rulers. About 5% of the population they all sport magical gifts granted to them by their Azul masters. The Faceless for instance (products of permanent blur spells) serve as police and enforcers while the Untouchables (benefiting from permanent sanctuary spells) act as inviolate auditors and inspectors. The small enclaves of non-humans who call Beria home also enjoy honorary Ivala status, so long as their leaders take no steps to resist the Azul.
For the remaining 85% of the population life has changed little. Indeed many things have improved. The Azul simplified the tax code, imposing what they called “the fifth” upon the country. Everyone must provide one fifth of his or her income to the Azul, or more accurately the Ukuke noble who rules the nearest kraal. For the average peasant this is significantly lower than that imposed by the old aristocracy. Just as popular, the Azul care little about how a person goes about earning his or her living so long as they get their fifth, overturning the laws of serfdom that had bound so many to their family vocation regardless of talent or ambition. The Azul spellcasters, the Ngtana, have ways of rooting out tax cheats and other criminals, and, since they view prisons as nuisances impose drastic penalties upon malefactors. Those they deem unlikely to pay the fines or work off their offense usually end up dead and then serve as a zombie labor force.

DM’s Secrets: All Ukuke are natural lycanthropes, making up about 2% of the Azul population. Deliberately afflicting someone outside of the Ukuke lineage with lycanthropy is one of their most serious crimes, punishable by death. Even doing it accidentally brings such a severe shame that suicide seems the only honorable course.
Since all the Ukuke consider themselves of royal blood they feel perfectly justified to stand up to their “cousin” the king when circumstances warrant it. Abetted by the Ngtana, who possess both magical and moral authority, they impose an informal, but still very real check upon royal power.

(note, strictly speaking the lycanthrope template does not permit were-elephants since they are too large relative to humans and plant eaters, but the Ukuke nevertheless function in all ways as if they had the template)

Some inherent quality of Beria makes it much easier to animate the dead as zombies. Berians folklore abounds with hideous tales of necromancy which gives many a life-long dread of becoming undead. This is the primary reason why cremation serves as the central rite of the Berian religion. Though any fire serves equally well tradition has given the volcano of Ashton a sacred reputation. The Azul custom of turning criminals into zombies terrifies Berians to their very core and the church hierarchy’s cynical collaboration with the practice has outraged many, particularly amongst the younger clergy. The most devote Berians still wait for the volcano to show the god’s displeasure at the Azul, and a lately a few have actually contemplate tinkering with the wards that keep it from erupting in order to hasten this along.

The Azul destroyed all the castles and strongholds of the old aristocracy but left the ruins intact. Many creatures and outlaws now live in them. The Azul have made no move to clear them out, but allow locals to do it themselves, so long as they pay the fifth of any treasure they recover.

Contributor, RPG Superstar 2008 Top 16

Nausea Pill

This foil-wrapped green pill, blending the flavors of rotting fish and moldy bread, alters the blood, sweat, and soft tissue of any living creature who consumes it, rendering that creature unbearably foul to the taste for the next hour. During this time any creature vulnerable to poison that deals damage with a bite attack to someone altered by this pill must make a DC 15 Fortitude save or become sickened for 1d4 rounds. The creature must make this save with each bite attack, and, if already sickened (whether due to a failed save from an earlier bite or for some other reason) becomes nauseated for 1d4 rounds instead. In addition, any creature vulnerable to poison that actually manages to swallow someone altered by this pill must make a DC 15 Fortitude save each round. Upon a failed save the creature immediately spits him out and becomes nauseated for 1d6 rounds and then sickened for a further 2d6 rounds.

Faint transmutation; Cl 5th; Craft Wondrous Item, stinking cloud; Price 2,700 gp.

Contributor, RPG Superstar 2008 Top 16

So, I just got the contract for issue #358 (just a piece of the Arcane CA since I came up with a few feats along with several others). The thing that struck me as I read it over was that it will be my last one since I don't have anything slated for #359.

It's a strange sensation, getting such a tangible confirmation of the approaching end. Something a lot of other people might not really feel until the last issue actually arrives at their door.

As a rule I hate "Oscar speeches" (where you thank everyone and their dog) but I just wanted to give a quick tip of the hat to all the Pazoians who put so much of their creative energy into these two magazines. As a long term reader, and even, after a very long hiatus, a subscriber lured back in the last few years I've been amazed by the sheer quality of the product they've prduced month after month. I liked knowing that what was, in many ways a childhood friend, was in such capable hands. As one of their contributors I'm also very thankful for their patience and generosity with the advice they offered on how whip my articles into shape. There's a wonderful sense of security, sending something off to Paizo, knowing that they not only will catch any mistakes you make, but also that they will find ways to make it better before as it heads off to the printer. I've become a much better writer due to the folks at Paizo, thanks both to their revision notes, and simply by reading the changes they made on their own.

They are a talented bunch, and, since this does seem to be turning into a Oscar speech I think I'd better stop for now.

(no need to start playing the music :) )

Contributor, RPG Superstar 2008 Top 16

Knowing what has gone before should cut down on duplication, and also give some hints as to the kinds of things the folks at Dungeon are looking for. The Campaign Workbook articles were the main reason I started subscribing to Dungeon again. As I recall they began around issue 114, but mine started arriving at 118. Can anyone out there fill in the corners?

Dungeon #118

(Cast-F. Wesley Schneider) Alert the Watch!- a detailed squad of watchman

(City-Mike Mearls) Instant City Shopping- Shops and their proprietors

(Dungeon-Wolfgang Baur) Art and Other Fancy Loot- random tables for art

(Journey-Mike Mearls) Pilgrims on the Road- pilgrims met along the road

(Critical Threat-F. Wesley Schneider) Larsa Essinel- dragon assassin

Dungeon #119

(Cast-Russell Brown) Spells for Sale- NPC spellcasters for hire

(City-Mark Nemeth) Enemies at the Gates- City gate encounters

(Dungeon-Russell Brown) Sounds of the Underdark- Using sounds in dungeons

(Journey-Rodney Thompson) On the Wild Side-creating frontier outposts

Dungeon #120

(Cast-F. Wesley Schneider) Bounty Hunters- NPC bounty hunters

(City-Russell Brown) The Adventure Begins - twelve places where adventures might start

(Dungeon-Alec Austin) Dungeons with Dimension - weird dungeon locales

(Journey-Russell Brown) Stopovers- places to spend the night

Dungeon #121

(Cast-Alec Austin) Employers and Patrons- NPCs who hire adventurers

(City-Russell Brown) Unsung Heroes- Alphabetical listing of professions

(Dungeon-Richard Pett) One Hundred Useless Items- random table of dungeon filler

(Journey-Russell Brown) Well Met on the Road-groups met along the road

Dungeon #122

(Cast-Chris Sims) Atypical Enemies- personality archetypes for foes

(City-Mark A. Hart) A Town in the Aftermath- effects of adventurers upon towns

(Dungeon-Hal Maclean) Essential Works- books as treasure hooks

(Journey-Richard Pett) Hazards of the Trail-problems for trails

Dungeon #123

(Cast-Alec Austin) Sages and Scholars-NPC information experts

(City-Richard Pett) 100 Market Stalls-table of market stalls

(Dungeon-Hal Maclean) Treasure Trails-magic items that act as treasure maps

(Journey-Russell Brown) Law of the Land-NPCs who enforce justice in the wilderness

Dungeon #124

(City-Alec Austin) Smells of the City-using scent to describe a community

(Dungeon-Chris Fry) Resting on the Run-rules for resting in the dungeon

Dungeon #125

(Cast-F. Wesley Schneider) Seneschals and Majordomos-NPC assistants to rulers

(Dungeon-Mathew Goodall) Beaker of Endless Potions-random tables for potions

(Journey-Russell Brown) Guides-types and goals for guides

Dungeon #126

(City-Ashavan Doyon) Merchant Madness-guild related adventure hooks

(Journey-Jason Bulmahn) Swamp Dangers-swamp hazards

(Critical Threat-F. Wesley Schneider and Wayne Reynolds) Griddrez: Savage Duelist-1/2 orc barbarian/duelist

Dungeon #127

(Cast-Kennon Bauman) Trust No One-Conspiracies

(Dungeon-Mark A. Hart) Staffs of Power-random tables for magic staffs

(Critical Threat-Hal Maclean) Glimmerpane-intelligent mirror of opposition

Dungeon #128

(City-Ashavan Doyon) Wet Your Whistle-taverns

(Journey-Russell Brown) Express Travel-ways to travel quickly

Dungeon #129

(Dungeon-Christopher Wissel) Familiar Creatures with New Faces-new appearances for old monsters

(Dungeon-Nicholas Logue) Black Sheep-unsavory relatives for PCs

(Critical Threat-Mike McArtor, F. Wesley Schneider and James Lafond Sutter) Malek: Evil Entomber-ghost possessing wall

Dungeon #130

(Cast-Michael Kortes) Behind Bars-NPC cellmates

(City-Trevor Janes) Have You Heard?-rumors adventure hooks

(Dungeon-Ashavan Doyon) Swords of Legend-magic sword histories

(Journey-Alec Austin) Inns and Lodging Houses-places to stop for the night

Dungeon #131

(Cast-Mathew Goodall) Specialists-experts for hire

(Dungeon-Tim Hitchcook) Chutes and Ladders-examples of ladders and chutes

(Journey-Nicholas Logue) Dimension Doors-random magical gates

Dungeon #132

(Cast-Russell Brown) Down at the Docks-NPC encounters on the docks

(City-Richard Pett) To the Games!-ideas for competitions

(Journey-Jeffrey Gerretse) Mythic Locales-magical places

(Critical Threat-Christopher Wissel) Ella Mornel-thrall of Jubilex

Dungeon #133

(City-Frank Brunner) Cards Dice & Skulls-tavern games

(Dungeon-Mathew Goodall) The Mobius Scrolls-random tables for scroll descriptions

(Journey-Russell Brown) One Hundred Meals-random table of meals

(Critical Threat-Christopher Wissel) The Marshal: Inevitable Justice-Inevitable despot

Dungeon #134

(Cast-F. Wesley Schneider) Courtesans and Confidants-NPC companions

(City-Richard Pett) 50 Unexpected Events-random events in the city

(Dungeon-Mark A. Hart) 7 Treasure Chests-detailed treasure chests

(Journey-Russell Brown) Unwanted Followers-annoying companions

Dungeon #135

(City-Stefan Happ) Stronghold Defenses-ways to defend cities

(Dungeon-F. Wesley Schneider) 100 Bookshelves-table of bookshelves

(Journey-Hal Maclean) Polders-magical refuges

Dungeon #136

(Cast-Ashavan Doyon) Company of Thieves: The Order of the Lavender Rose-small town thieves' guild

(Dungeon-Hal Maclean) Magic Mushrooms-enchanted fungi

(Critical Threat-Ashavan Doyon) countess Vita Al-Adora-vampire wannabe

Contributor, RPG Superstar 2008 Top 16

For the twelve issues since the relaunch. I already discovered I made an error with the CA count, if there's any others here my apologies for them as well.

Top Ten Contributors (By Page Count)

(1) Mike Mearls (46)
(2) Keith Baker, James Jacobs, Joshua Cole (35)
(3) F. Wesley Schneider (30)
(4) Mike McArtor (26)
(5) Mark A. Hart (25)
(6) Eric Cagle (22)
(7) Hal Maclean (21)
(8) Kyla Ward (19)
(9) Bruce R. Cordell (17)
(10) Amber E. Scott (16)

Top Ten Contributors (By Page Count excluding Class Acts)

(1) Mike Mearls (37)
(2) Keith Baker, James Jacobs (35)
(3) Joshua Cole (23)
(4) Eric Cagle, F. Wesley Schneider (22)
(5) Kyla Ward (19)
(6) Mike McArtor, Mark A. Hart (18)
(7) Bruce R. Cordell (17)
(8) Ed Greenwood (13)
(9) Hal Maclean, David Schwartz (11)
(10) Matt Smith, Jason Bulmahn, Richard Faresse (10)

Contributor, RPG Superstar 2008 Top 16

I just wanted to take a moment to give a public tip of the hat to Mike McArtor, one of the assistant editors at Dragon. Last friday -Canada Day for me and the other 32 million Canucks up here :)- he sent me, and apparently a number of other Canadian contributors a quick greeting and best wishes. He even went so far as to include the words to "Oh Canada" (in both official languages! :) ).

When you consider that it was the friday before his own country's national holiday, likely the best three day weekend of the year, it's pretty impressive that he took the time to send something like that out. It's the small details, the stuff you just do without any prompting or expectation of getting anything in return that tells you a lot about a person.

Now, if I could just figure out how to get Mongolian citizenship we'd have a real test of his skills... :)

Contributor, RPG Superstar 2008 Top 16

On the subject of tone, especially the amount of humor "in game" how many campaigns out there include running gags that JUST WON'T DIE?

I've got a few that immediately spring to mind...

"Meep"-A very old one, originally my invention to denote the plight of a poisoned/paralyzed ranger. I told him all he could manage was a pitiful "meep". He turned that into a one word language by altering his tone and inflection. Since then it's become a short hand distress call (and I've seen people hold entire conversations with just that one word).

A ghoul rages through the group, leaving several characters paralyzed, and they begin discussing strategy...

"Meep?"

"Meep" affirmative grunt.

"Meeeep" plaintive wail.

"Meep" soothing tone

(these conversations can last for quite awhile :) )

"And that's not a euphemism"-Something that if added to a phrase almost automatically turns it into a double entendre.

(sounds weird I know, but try it sometime)

Wizard, "I may need to recharge my staff of power"

group chorus "And that's not a..."