Gars DarkLover wrote:
It makes sense to me.
Crystal Frasier wrote:
Don't forget the photoshopping. It wouldn't be the first time for that magazine.
Scythia wrote:
I think I use to work with this guy. I had a coworker that participated in every combat action in the world between Viet Nam and Desert Storm. Every one, and it didn't matter who was fighting, he was there. Usually getting shot.
Purple Dragon Knight wrote:
If you want to compare it to real world pricing, then you need to use the conversion rate when the prices were set, because the game systems haven't taken inflation into account. Plus you can't convert with 16 oz. to the pound, because gold, silver and other precious metals use the Troy weight system, where one normal pound is 14.5833 ounces. Add in the fact that the original D&D gold pieces were 1/10 of a pound. So when the books were written, 1 gp was worth about $87.50. so a 25,000 gp diamond was worth about 2.2 million dollars. So at $2000 a carat in 1972 prices, the diamond would be about .45 pounds, and rank 3rd or 4th on the list of largest diamonds ever found.
Purple Dragon Knight wrote:
Except that these prices were set in the early '70s when Gold was $100 an ounce or less.
Ansibelle wrote:
Cyrad wrote: Maybe roll randomly to see if your alignment changes like the Nameless One. And while we're at it, why not a whole new name, too? Your human paladin can't keep calling himself Steve when he reincarnates as a chaotic evil female kobold. Steve is a very popular name amongst female Chaotic Evil Kobolds.
Assuming the characters are not evil, have none of the Divine casters spells work any more. Everyone remembers that Paladins can fall, but no one remembers
PRD wrote: A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description). If they are Good or Lawful, or likely even Neutral it sounds like they have violated that.
Irontruth wrote:
Actually he was cut by the Colts on Feb 11, his suspension was announced on Mar 6. http://www.indystar.com/story/sports/nfl/colts/2015/03/06/former-colt-laron -landry-suspended-10-games-for-ped-violation/24528217/ The NFL, MLB, and other sports have defined penalties for PEDs, and Mr, Landry is learning about them (his next penalty is 2 years, if he ever plays again). I am not making excuses for their use, in fact the penalties are too light. Since I doubt a lifetime ban for a first penalty would fly, I would find acceptable 8 games for the first, 16 games for the second, and out of the league for a third. I also believe that all pro and college sports should test all players regularly. You must have missed my earlier suggestion that the referee kick the entire offense out of the game. Since the underinflated balls presumably aided them all. Systemic - 11 of 12 balls seems systemic
Cheating doesn't need to be systemic, it just has to happen once to be punished. Sammy Sosa was caught using a corked once, he was ejected from the game, and suspended for 7 more games. All 76 of his other bats were clean. He said it was a bat he used in batting practice. One equipment violation, and he was ejected and then suspended.
Irontruth wrote:
He got "popped" on Feb 11, doesn't prove he was using on Jan 18. (He likely was, but that doesn't prove it.) Whether the deflated balls gave him an advantage or not, it is still cheating. If I copy wrong answers off a classmate while taking a test, I am still cheating. Calling Lance Armstrong the poster boy is kind of funny, since as near as I can tell all the pro cyclists cheat, usually by using some sort of PED. (The first Tour de France was in 1903, the first people caught cheating were in 1904.)
Irontruth wrote:
Nope can't prove a negative. As for penalties, I suppose that they could have just kicked all the offensive players (minus the guards and tackles) out of the game for the Patriots. This isn't a case of one player using a PED or stickum, or taping his uniform down, effectively the entire offense of the Patriots were cheating. Penalties and other forms of cheating have defined punishments (yards, downs, even scoring a TD for the other team can be awarded). Most penalties are only semi-intential or even accidental, but in some cases where it is intentional or flagrant, the player is ejected (and usually fined). In this case the entire offensive team is cheating, so I suppose the refs could have ejected the entire offense. While the NFL hasn't forfeited a game, MLB has forfeited games for various forms of cheating, including one game where the home team banned one of the umpires from entering the stadium, and others for deliberately delaying the game, or failing to leave the field. (Most MLB forfeits were the fans fault though.)
Atarlost wrote:
Larry Niven wrote about Kzin in the 60s, thus predating the 70s Dungeons and Dragons.
Comrade Anklebiter wrote:
Sorry, I was putting all those expenses just for defending the bad members, not just the day to day operations. the Jeff wrote:
Whom do you expect to investigate the unions? The members of the unions? Bribery and payoffs are they way the system works. The union (or business, or rich citizen, or anyone with a bit of cash) needs something done, they find the person/politician/government official, slip them some cash/campaign donation/booze/whatever and it gets done. I highly suggest you check out the book http://www.press.uillinois.edu/books/catalog/78ndq5ty9780252078552.html Corrupt Illinois. It's specific to Illinois corruption, but is pretty good for showing how the corrupt system works. As for the unions cleaning up, two union officials managed to scam themselves 6 figure pensions from the State of Illinois for working 1 day each as a substitute teacher. (That is their only time working for the State.)
Comrade Anklebiter wrote:
Some of those cop unions are AFL/CIO, part of the same unions as the workers. They spend the money too, hiring their lawyers, setting up press conferences, bribing various people, all sorts of expenses.
Comrade Anklebiter wrote: I'm just trying to figure out what point Citizen Canockers is trying to make and what he thought he saw in the post to which he initially responded. You are calling for unions to come out and protest against police violence. Police are part of the unions.Therefore You are calling for police to come out and protest against themselves. (Note that in the US, the police unions have a long standing history of protecting bad cops. Stopping them from being fired, getting them reinstated with back pay, helping hide their criminal activities, etc.) It's unfortunate that the unions spend so much time and money protecting bad members.
Comrade Anklebiter wrote:
So you want the police to go out and protest the police?
Comrade Anklebiter wrote:
You do realize that the Police are union members for the most part, especially those in the big cities.
fictionfan wrote:
Why would you want Kevlar? It's a fairly useless material in fantasy world, about the only thing it would provide a decent AC against is sling bullets. Kevlar is a fabric made of thread, it is fairly easy to cut, and a knife will cut through it easily. It is difficult to break, which is why it stops bullets. I suppose it would make good rope or nets.
NobodysHome wrote:
This is funny S#$& my kid says, not funny S#$& I say.
IIRC, and it's been a while since I played that, there is a staircase that goes from the caves, two external staircases, a hole or two in the floors. There is no easy way to go between floors. It is a horribly designed base of operations. Apparently done on purpose to keep the peons and clergy separate.
UnArcaneElection wrote:
No, in AD&D, female characters had lower maximum strengths than male characters.
It really depends upon whether your players have a brain or not. The group I am in are just starting Book 6, and we did a lot that the AP as written wasn't ready for. Unfortunately we have a new GM, so there was a lot that he wasn't ready for either. Before you start each each book, you need to read it thoroughly and keep in mind what your players do, and what the AP says happens. We had cases where the AP said this happens at this time to surprise us, but we had thoroughly explored the area, so there shouldn't have been a surprise. (The critter that has been living for years in an area, isn't discovered by the party that explores they area, because it is supposed to surprise the party later.) A lot of the AP is written as if the players are idiots, and won't do anything to prepare. Other parts are written as if the PCs will automatically do this, even though it is pretty stupid. So you as the GM have to be willing to handle things on the fly.
So how long does someone has to be dead before it is considered archeology instead of grave robbing?
Cutlass wrote:
No, that puts one in the grave-filling category.
alexd1976 wrote:
It's not a rule, but how my group plays.
alexd1976 wrote:
Cohorts normally get half shares (they are 2 levels lower) so in a party of 4, instead of getting PCs getting 1/4 (25%) of the treasure, they get 2/9 (22%). About The Changing TideRoll20 Maps:
Crew of the Wormwood:
Officers Barnabas Harrigan - Human Male Captain
Crew Swabs
Riggers
Wormwood Maps:
Group One Wormwood Map Key:
A1. Foredeck: EXPLORED This raised deck stands some 10 feet above the main deck (area A3), immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck. A2. Poop Deck: EXPLORED This raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads. An iron cage hangs from the side of the mizzenmast, containing the body of a pirate who beat the captain at dice. Gruft, the pirate, is dead, but his ugly parrot Pluck perches atop the cage, still waiting for its master to awaken. Pluck is unfriendly and possesses a considerable vocabulary of appalling curse words. Captain Harrigan and Mr. Plugg spend most of their time on this deck. When the captain is on deck, the poop deck is off-limits to everyone but officers. A3. Main Deck: EXPLORED The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and can be crossed with DC 10 Acrobatics or Climb checks. Several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. An Escape Artist check is required to escape the bonds. The ship’s clock, a macabre brass-and copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday. Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold (area A6) 15 feet below. At the fore of the ship, two doors lead into the officers’ quarters (area A4), while two doors aft lead to the captain’s quarters (area A5). A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature). It is locked with a good lock; Captain Harrigan and Mr. Plugg have the keys. A small jolly boat (same statistics as a rowboat) sits on the deck next to the port rail. It has two sets of oars but no mast. Although designed to carry four Medium passengers, the jolly boat can fit six at a push. A4a. Armory: PARTIALLY EXPLORED Door is locked. A4b. Magicians Laboratory: UNEXPLORED A5. Captain’s Cabin: PARTIALLY EXPLORED Doors leading in are all locked. A5a. Cabin Girl’s Quarters: UNEXPLORED A5b. Storage Compartment: UNEXPLORED A6. Middle Hold: UNEXPLORED A7. Quartermaster and Cook’s Cabin: UNEXPLORED A8. Galley:EXPLORED The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, and finding anything in here requires a Perception check. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. Despite the chaos, the entire galley functions as a set of masterwork tools for Profession (cook) checks. A9. Quartermaster’s Store:EXPLORED - Looking around the stores, you note two huge barrels and six other containers; two wooden lockers, two wooden chests, a wooden trunk and a metal trunk. Also you can see, in the open, behind the Quartermasters desk, mundane equipment ranging from axes, hammers and nails, up to sleeping equipment and even a spyglass. A10. Lower Hold and Crew Berths:EXPLORED Sixteen pillars
A11. Bilges: EXPLOREDThe lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets ofmasterwork manacles with average locks are fixed to the bulkheads in the forward portion of the deck. Group Two Wormwood Map Key:
A1. Foredeck: EXPLOREDThis raised deck stands some 10 feet above the main deck (area A3), immediately behind the bowsprit, which is shaped like a rearing dragon. The foremast rises 30 feet above this deck.
A2. Poop Deck: UNEXPLOREDThis raised deck stands 15 feet above the main deck (area A3). The mizzenmast rises 30 feet above this deck. The ship’s bridge protrudes forward of the mizzenmast, and holds the ship’s wheel. The wheel is 3 feet across and has 10 spokes decorated with silver inlays, its bolts carved to resemble kraken heads. An iron cage hangs from the side of the mizzenmast, containing the body of a pirate who beat the captain at dice. Gruft, the pirate, is dead, but his ugly parrot Pluck perches atop the cage, still waiting for its master to awaken. Pluck is unfriendly and possesses a considerable vocabulary of appalling curse words. Captain Harrigan and Mr. Plugg spend most of their time on this deck. When the captain is on deck, the poop deck is off-limits to everyone but officers. A3. Main Deck: EXPLORED The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and can be crossed with DC 10 Acrobatics or Climb checks. Several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. An Escape Artist check is required to escape the bonds. The ship’s clock, a macabre brass-and copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday. Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold (area A6) 15 feet below. At the fore of the ship, two doors lead into the officers’ quarters (area A4), while two doors aft lead to the captain’s quarters (area A5). A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature). It is locked with a good lock; Captain Harrigan and Mr. Plugg have the keys. A small jolly boat (same statistics as a rowboat) sits on the deck next to the port rail. It has two sets of oars but no mast. Although designed to carry four Medium passengers, the jolly boat can fit six at a push. A4a. Armory: UNEXPLORED A4b. Magicians Laboratory: UNEXPLORED A5. Captain’s Cabin: UNEXPLORED A5a. Cabin Girl’s Quarters: UNEXPLORED A5b. Storage Compartment: UNEXPLORED A6. Middle Hold: EXPLORED This is the ship’s main cargo hold. The hold is mostly empty save for the 14 pigs; normally kept caged, they periodically escape and run loose within the hold. In the forward section, a f light of wooden stairs climbs up to the officers’ quarters (area A4), while a second set of stairs descends into the lower hold (area A10).There is a man chained to the foremast here to keep him from causing trouble and to keep people out of the officers’ cabin. Another flight of stairs in the aft section next to the galley leads up to the captain’s quarters (area A5). Stored near the mainmast are two light ballistas, a disassembled light catapult, and 12 barrels containing 20 gallons of oil each. A7. Quartermaster and Cook’s Cabin: UNEXPLORED A8. Galley:EXPLORED The cramped and chaotic kitchen holds two wooden worktables, several wooden cupboards, and two small stoves against the port wall, as well as virtually every cooking utensil imaginable and a frightening array of meat cleavers. A score of chickens and three goats wander freely throughout the chamber; the goats are meant to be caged, but have a distressing tendency to escape their bonds. The kitchen is a madness of dirt, food, and knives, and finding anything in here requires a Perception check. The stoves are perpetually lit, and large cauldrons bubble away atop them all times. A huge array of spices mingle with barrels of rainwater, two tuns of rum, cupboards full of ship’s biscuit and salted beef, barrels of sauerkraut, and a small supply of fresh vegetables picked up in Port Peril. Despite the chaos, the entire galley functions as a set of masterwork tools for Profession (cook) checks. A9. Quartermaster’s Store:EXPLORED - Looking around the stores, you note two huge barrels and six other containers; two wooden lockers, two wooden chests, a wooden trunk and a metal trunk. Also you can see, in the open, behind the Quartermasters desk, mundane equipment ranging from axes, hammers and nails, up to sleeping equipment and even a spyglass. A10. Lower Hold and Crew Berths:EXPLOREDSixteen pillars
A11. Bilges:EXPLOREDThe lowest deck of the ship, the bilges are a foul, damp place with thick cobwebs above and 1–2 feet of dark, brackish water that stinks abominably below. A ladder leads up to a trap door that opens in the lower hold (area A10), and a single bilge pump rests near the stern. The bilges also double as the ship’s brig, and six sets of masterwork manacles with average locks are fixed to the bulkheads in the forward portion of the deck. Group Three Wormwood Map Key:
A1. Foredeck: UNEXPLORED
A2. Poop Deck: UNEXPLORED A3. Main Deck: EXPLORED The ship’s main deck runs between the foredeck and poop deck. The mainmast rises from the center of the deck, extending 60 feet into the air and topped by a crow’s nest. Rigging connects the mainmast to the ship’s other masts and can be crossed with DC 10 Acrobatics or Climb checks. Several strands of thick rope are secured to the foot of the mainmast for use as a whipping post. An Escape Artist check is required to escape the bonds. The ship’s clock, a macabre brass-and copper object depicting worms writhing through whale corpses, hangs from the mast above the whipping post. Not only does the clock keep time, but its bell strikes at dawn and dusk to signal the beginning and the end of the workday. Two 10-foot-square hatches sit in the deck fore and aft of the mainmast. These hatches are thick wooden grilles and open onto the middle hold (area A6) 15 feet below. At the fore of the ship, two doors lead into the officers’ quarters (area A4), while two doors aft lead to the captain’s quarters (area A5). A large wooden box bound in iron sits just beneath the bridge. This sweatbox, used to torment sailors, has just enough room to hold one Medium creature (and can be altered to confine a Small creature). It is locked with a good lock; Captain Harrigan and Mr. Plugg have the keys. A small jolly boat (same statistics as a rowboat) sits on the deck next to the port rail. It has two sets of oars but no mast. Although designed to carry four Medium passengers, the jolly boat can fit six at a push. A4a. Armory: UNEXPLORED A4b. Magicians Laboratory: UNEXPLORED A5. Captain’s Cabin: UNEXPLORED A5a. Cabin Girl’s Quarters: UNEXPLORED A5b. Storage Compartment: UNEXPLORED A6. Middle Hold: UNEXPLORED A7. Quartermaster and Cook’s Cabin: UNEXPLORED A8. Galley:EXPLORED A9. Quartermaster’s Store:EXPLORED A10. Lower Hold and Crew Berths:UNEXPLORED A11. Bilges: UNEXPLORED. DAYTIME ACTIONS
Hog Lob: Participants lob a lead ingot covered in a greased piglet skin, the “hog,” as far across the deck aspossible. This game is resolved by d20 checks between any number of players, who agree on a bet beforehand. The hog counts as an improvised weapon, imposing a –4 penalty on all rolls using it unless the thrower has the Throw
Heave: This potentially deadly drinking game is played with rum and takes place between any number of pirates, who bet to predict the winner beforehand. Each pirate drinks a half pint of rum in one swig. Doing so forces participants to make a successful DC 15 Fortitude save or have the damage dealt by the rum ration increase by +1 (see sidebar; this is in addition to the normal effects of the rum ration). This DC increases by +3 for each consecutive drink. Pirates then take turns drinking until only one is left standing. Some tales tell of entire crews drinking themselves to death through this game, leaving ships of drunk ghosts wandering the shipping routes. Perform: One way pirates amuse themselves is through songs and stories. Pirates love a good sea chantey, and characters with Perform skills quickly find themselves popular members of the crew (although pirates aren’t generally big on Chelish Opera). If a character succeeds at a DC 20 Perform check, he gains a +2 circumstance bonus on all Charisma-based skill checks made to interact with any listener among the crew for the next 24 hours. A Perform result of 9 or lower, however, indicates that the next time he attempts to use Perform to entertain the crew, everyone ignores him unless he makes a successful DC 15 Bluff or Intimidate check before doing so. |