[Flaming Crab Games] Letters Samples


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Captain Alex of Flaming Crab Games has authorized me to release samples from past and future volumes of Letters from the Flaming Crab. Each month, we deliver a 6,000 - 8,000 word book on a different topic and strive to give new writers a chance to break into the field. Or, as Alex puts it, "The perfect series for fans of strange weather, badass princesses, flying mounts, magical food, haunted places, household magic, explosions, or... um... hygiene."
If you like what you see, please consider backing our Kickstarter to fund twelve more volumes in the line!

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From the upcoming Letters from the Flaming Crab: Coins and Credit (April)

Written by Matthew Carroll, Luke Palossari, and Jeff Swank

Please note this entry is still in editing.

Examples of Banks

Listed below are examples of banks that a GM can easily drop into their campaign. Feel free to change the names and details of these banks to suit your game setting. GMs can use a random d8 roll to place a particular bank within a city.

SunVault
The SunVault banks are owned and operated by clergy of the sun god. They are known for occasionally donating account owner's gold to charity without direct permission of the owner. This event is rare, but has been known to happen.

Copper-tier transactional account: 25 gp to open; no monthly fee.

Dragonwill Bank
This privately owned bank is operated exclusively by elven workers. It is thought that the manager, Valadalin is a elf of noble birth, but unknown to the general public is that the owner is actually a dragon (LE great wyrm red dragon).

Copper-tier transactional account:0 gp to open; 2 gp monthly fee with in person transactions or 5 gp monthly fee with all other transactions.

Capital Fortress
This national bank is mainly used by the largest of businesses, mills, guilds, and even kingdoms. These banks were first started by King Valhaven (LN human male fighter 12/aristocrat 4).

Copper-tier transactional account: 50 gp to open; 10 gp monthly fee unless 300 gp minimum daily balance or monthly deposit of at least
250 gp.

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From the upcoming Letters from the Flaming Crab: Women of History (March)
Written by June Bordas, Jennifer R. Povey, Lindsey Shanks, and Margherita Tramontano

Please note this entry is still in editing.

St. Clare of Assisi (1194-­1253)

Born into a noble Italian family, Clare (Chiara Offreduccio) desired since her youth to dedicate herself to prayer and divine service. At 18 years of age, being inspired by St. Francis’ preaching, she fled her home and her arranged marriage to join him a in life of poverty and austerity. The founder of the Order of Poor Ladies (later Order of St. Clare), she became Abbess of San Damiano in 1216.

Clare is remembered because of her piety and miracles (it is said that her prayers saved Assisi from invaders twice) as much as her force of personality: her Order was a self–regulated female community of which she wrote the rule herself, something unheard of in the Middle Ages for a woman, and served as a refuge and education centre for girls and women who wished to escape from violence and oppression.

Clare was canonized two years after her death and the Catholic Church designates her as the patron saint of television, eye disease, goldsmiths, and laundry. Her Order nowadays numbers more than 20,000 sisters worldwide, either secluded or active.

Cenobite (Warpriest Archetype)

A cenobite (also said a friar or nun) is a pacifist, charismatic priest, often part of a cloistered or mendicant order, endowed with knowledge and eloquence to convert new believers and monsters alike with the force of her word and faith alone.

The specifics of the archetype are still being worked out. The cenobite was inspired by St. Claire of Assisi.

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From the upcoming Letters from the Flaming Crab: Tiny Dragons (February)
Written by Jennifer R. Povey, Margherita Tramontano (aka Bardess), and Colegrove Withers

Please note this creature is still in editing.

Pseudodragon, Swandragon (Lesser) CR 2
XP 600
NG Tiny dragon
Init +3; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 22 (3d12 + 3)
Fort +4, Ref +6, Will +4
Immune paralysis, sleep; SR 13
DEFENSE
Speed 15 ft., fly 100 ft. (good)
Melee bite +3 (1d2-2)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1), song (5-ft. radius, 2d6 sonic damage, Will DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +4)
3/day- legend lore
STATISTICS
Str 7, Dex 16, Con 13, Int 10, Wis 12, Cha 13
Base Atk +3; CMB +4; CMD 12 (16 vs. trip)
Feats Extra Performance, Skill Focus (Perform)
Skills Diplomacy +7, Fly +21, Perception +7, Sense Motive +7, Stealth +21, Perform (sing) +7; Racial Modifiers +4 Fly, +4 Stealth
Languages Draconic; telepathy (60 ft.)
ECOLOGY
Environment temperate forest waters
Organization solitary, pair, or clutch (3–5)
Treasure standard
SPECIAL ABILITIES
Bardic Performance (Su) A swandragon has the bardic performance ability of a 3rd-level bard.

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From Letters from the Flaming Crab: Iconic Princesses
Written by June Bordas, Troy Daniels, Lindsey Shanks, and Steven Lloyd Wilson

The Beast’s Rose
Aura moderate necromancy; CL 9th
Slot none; Price 16,200gp; Weight
This withered, blackened rose, looks as if it will crumble into dust at any moment. Once per day, the bearer of the rose can preserve a body as if casting gentle repose. If the bearer of the rose dies, the rose automatically casts breath of life on her. Should this fail to revive her from the dead, the rose preserves her body as if gentle repose was cast. Once the rose brings the bearer back to life, it crumble into powder and cannot be repaired.
Construction Requirements
Craft Wondrous Item, gentle repose, breath of life; Cost 8,100gp

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From Letters from the Flaming Crab: Wheel of the Year

Written by JJ Jordan, Nate Love, and Lucas Palosaari

Full Moon Mystic Resonance
The full moon has always given rise to changing of the moods and changing of the skins. Double the duration of transmutation spells during the full moon festival. In addition, while the full moon hangs in the sky, each caster can cast a single transmutation (polymorph) spell that night as though it was affected by the Quicken Spell feat. Druids can use the wild shape ability as a swift action once per full moon.

The Full Moon festival lessens the power of conjuration magic, reducing the duration of all conjuration spells by 1 round. Creatures summoned by conjuration magic during the Full Moon festival must succeed at a DC 15 Will save when summoned or be affected by the lesser confusion spell for 1 round as the madness of the moon strikes them.

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From Letters from the Flaming Crab: Haunted Places

Written by June Bordas, Mike McKeown, and Michael Riter

CHIMNEY COFFIN CR 6
XP 2400
NE Haunt (20 ft. radius from the fireplace)
Caster Level 5th
Notice Perception DC 20 (the sounds of a child sobbing and coughing coming from inside the chimney)
HP 12; Trigger fire lit in fireplace; Reset 1 day
Effect
One minute and 23 seconds after a flame is lit in the fireplace, a cloud of soot bursts out from it and covers those present. Everyone within 20 feet of the fireplace is covered by the soot and feel it clogging their nostrils and throat as if being affected by the suffocation spell (DC 15).
Destruction
The chimney must be torn down and each brick split into at least two pieces. The brick pieces must then be buried in a sanctified cemetery.

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From Letters from the Flaming Crab: Culinary Magic

Written by David S McCrae and Angel "ARMR" Miranda

Flavorfizz Juice (DC 15 [light], DC 20 [moderate], DC 25 [serious], see text)
This flavorful, bubbly concoction tickles the mouth, throat, and stomach as it provides cool, pleasing refreshment.
Ingredients Any cure potion, a wand of air bubble, ½ cup of any fruit juice.
Servings 1; Prep & Cooking Time 7 minutes
Directions
Step 1 Pour both cure potion and fruit juice into a wooden bowl.
Step 2 Stir mixture with wand of air bubble, for 5 minutes, activating the wand once during stirring.
Step 3 Funnel mixture into a vessel.
Magical Benefit The imbiber immediately gains the benefits of the cure potion used to make the juice. 1d4 rounds later, the fizzy nature of the beverage causes him to burp a cloud of sweet-smelling mist in a 5-foot cone. Any creature caught in the area of effect heals 1d4 points of damage. The burp is not an action and does not provoke attacks of opportunity. Flavorfizz juice retains its potency
for 24 hours after being prepared, after which time it becomes a flat, mundane drink and the magic of the original potion is lost.

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From Letters from the Flaming Crab: Winged Cavalry

Written by Jeff Gomez, Thiago Rosa Shinken, and Anthony Toretti

Advanced Aerial Combat Maneuvers

Barrel Roll As a full-round action, you can direct your mount up to twice its move speed in a straight line while rolling. This movement does not provoke an attack of opportunity, and both you and your mount gain a +4 dodge bonus to AC until the start of your next turn. You can’t make attacks of opportunity until the start of your next turn. If the check fails, the movement provokes as normal
and no dodge bonus is granted.
Loop-De-Loop As a full-round action, you can direct your mount to ascend vertically half its flight speed, move its flight speed opposite to your current horizontal direction, and descend half its flight speed vertically. The descent does not provoke attacks of opportunity, but the ascent and horizontal movement does. The loop-de-loop can be used as part of a charge or withdraw action. If the check fails, the movement does not occur and both you and your mount are considered flat-footed until the start of your next turn.
Roll-Off-The-Top As a full-round action, you can direct your mount to move its full flight speed in a straight, horizontal line then ascend vertically half its flight speed and then move its full flight speed in a straight, horizontal line opposite to the first. This movement can be used as part of a charge or withdraw action. If the check fails, only the first increment of horizontal movement occurs and both you and your mount are considered flat-footed until
the start of your next turn.
Sudden Dive As part of a charge or withdraw action while descending at an angle of 45 degrees or greater, you can direct your mount to move up to four times its flight speed; or, as part of a run action while descending at an angle of 45 degrees or greater, you can direct your mount to move up to six times its flight speed. If the check fails, the movement still occurs but both you and your mount are entangled until the end of your next turn.

Flight Maneuver | Ride/Fly DC
Barrel Roll | 20
Loop-De-Roll | 25
Roll-Off-The-Top | 25
Sudden Dive | 30


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