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Turning Down Work is Part of the Job

I turned down an offer of work today. On a cool project I’d love to do, too.

Now, this is unquestionably the right decision for me. I am behind on a lot of projects, and booked out for months and months on Starfinder opportunities and other things. I can’t, responsibly, take on anything else right now. When I had a thin wedge of availability, I filled it with high-priority items I think will pay a lot of career dividends, and even that was as much excitement as smart planning (though it did get my Business managers approval).

But my Freelancer Reflexes remain strong. The idea of someone offering to pay me to make games, and declining, rubs me the wrong way and often sets of waves of near-panic. I mean, if I turn down work, people will stop offering to me, right? And then I’ll have huge gaps in my production, and everyone will forget who I am, and I won’t be able to get any work, and I’ll go broke and starve.

Yes, it’s not rational. But it is part of what drove me for so many years.

But being a GOOD freelancer, even a good creative employee, means giving the people paying you their money’s worth. And that means you can’t take on so much work that you either rush any of it, or end up not being able to complete it on time, or maybe at all.

Those are hard lessons to learn. Most freelancers I know, myself definitely included, make the mistake of agreeing to too much early on, and then re-make that mistake from time to time.

You can’t do everything. You need some down time. More work will come. And, in my experience, telling someone that you’d love to do a project, but right now you are overbooked, never causes them to write you off forever. Frequently, producers appreciate that you know your limits, and make notes to contact you for other projects later on.

So yes sometimes turning down work is part of the job.

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Fixing the 15 Minute Adventuring Day

The Issue

For people who haven’t run into the term, the “15 minute adventuring day” is a phenomenon where players in RPGs with strong resource-management element (such as spell casters in Pathfinder and similar games) that reset daily, often use some of their most powerful options, then decide not to go forward with any more encounters until they have regained everything.

How often a group of adventurers gets to rest is hugely variable to play style, and a huge part of the question of balance between casting classes and nowcasting or limited-casting classes.

But… there’s no reason restoration of what are after all MAGIC abilities needs to be tied to sleep., Maybe you get spells back once per week. maybe you recharge your mystic powers only when the right conjunctions occur. Maybe you need to see your holy powers thwart evil before you have the righteousness built up to restore those abilities.

In short we make these things “per day” because that is how games do it, and because it’s easy, not because there is any internal logic to it.

So if it’s an issue… change it.

The Metaphysics

Some players want to have an in-world justification for any rule, especially any rule that restricts their existing power curve and tactics. So, give them one.

Magic does not follow a set schedule. Holy power isn’t tracked on a punch clock. Even your amazing extraordinary powers require the circumstances for them be JUST right, and that doesn’t happen just because the sun went down and came up again.

These things are tied to fate, destiny, and the ebb and flow of eldritch powers that are unseen and barely understood.

You only recover your daily abilities and spells if you have properly slept, as per the normal rules, because you need to be rested and ready when the Right Moment comes. And if you prepare spells, you still need to take an hour to do so once the Cosmic Well of Mystic Might refills.

But instead of happening every day? That happens when Cosmic Conjunctions and the Destiny of Living things has come to a Juncture.

The Rules

Cosmic Conjunctions? Also known as every 3d3 encounters. On average between 3 and 9 major things happen to characters between recharges, and they don’t know exactly when the Big Recharge is coming.

Encounters 2 more more above your APL count as two. Encounters 1 under your APL count as 1/2, and those 2 or more under your APL don’t count at all. The GM determines how many encounters it’ll take in secret once you hit a reset, and tracks how many encounters you have had since then.

Groups with strong ties track this as a group, but the GM may choose to track individuals separately as the GM prefers.

No wizard knows the hour of the Grand Conjunction that refills HER spells. No cleric can say exactly when the will of the gods renews them. It happens when it happens.

Until then, you just need to husband your resources, and no there’s no point in going home and resting up. If you don’t seek your destiny? Then destiny won’t reward you with power.

So you might as well keep seeking well past 15 minutes into your day.

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Spell: Minor Miracle

It always seemed odd to me that there’s limited wish before wish, but nothing like it at 7th level for clerics. I mean, we have the term minor miracle, why not use it? But since miracle works a little differently than wish, and doesn’t always have a material component cost, you need to be careful what options you give minor miracle.

Minor Miracle

School evocation; Level cleric 7
Casting Time 1 standard action
Components V, S; see text
Range see text
Target, Effect, or Area see text
Duration see text
Saving Throw see text; Spell Resistance yes

You don’t so much cast a minor miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

A minor miracle can do any of the following things.

Duplicate any cleric spell in a domain or subdomain granted by your deity of 6th level or lower.
Duplicate any other cleric spell of 5th level or lower.
Duplicate any other spell of 4th level or lower
Undo the harmful effects of certain spells, such as feeblemind or insanity.
Have any effect whose power level is in line with the above effects.
Alternatively, a cleric can make a more powerful request. Casting such a minor miracle costs the cleric 1,500 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful minor miracles of this sort could include the following:

Swinging the tide of a battle in your favor by raising a fallen ally to continue fighting.
Duplicating anything that can be accomplished by a limited wish.
Moving yourself and one ally, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
Delaying an earthquake, volcanic eruption, flood, or other major natural disaster for a number of hours.
In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 7th-level spell. When a minor miracle spell duplicates a spell with a material component that costs more than 25 gp, you must provide that component.

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Worldbuilding Week: Merothian Emnities

We’re continuing Worldbuilding week with a look at who the Merothians as a group hate, and who hates them. they say you can judge people by their enemies, so this both helps form a background a player can draw from, and gives guidance for things like bane weapons and favored enemies. It also helps a GM know what to use for “Merothian” combat encounters.

We already did a brief history of Merothia here, discussed Merothian traits characters could take here, and looked a Merothian culture here.

Merothian Enmities

Merothia was once a powerful coalition of proud baronies, feared by its foes and respected by its allies. Free Knights were well-known champions of freedom and liberty, and honored in every city that looked toward the light.

Now, only dwarves still look at Merothia as anything other than a failed land, or at Merothians as anything other than peasants who proved they cannot manage (and do not deserve) self-rule.

Some Merothains are bitter about this. Others aren’t, but know that in lands outside their own they are likely to be seen as bumpkins, idiots, or worse small-minded villains who seek only to steal the silverware.

In the days of the High Barons of Morothia, the three great threats to peace were mountain giants, orc raiders, and the garm. The epic tails of clashed against these forces are still told around bowls of donnersop, and most of the few remaining relics of old Merothia are weapons carried into battle with names like Worlfsplitter or Jotunslayer. Orcs, in particular, often raided into once-peaceful Merothians settlements when the Baron Kings fell, and though that was generations ago the memory of the Merothians survivors runs deep.

Because of the constant wars with orc tribes, many Merothian communities dislike and mistrust orcs and half-orcs, especially those from the Raudak. Though the orcblooded people of the Raudak have no direct connection to the orcs who plundered Merothia at the end of the Age of Tyrants, the fact the Raudak hold many Merothian towns as protectorates and has entirely taken over the few major Merothian cities near it causes current-day Merothians to heap the hate and fear of ancient orc tribes onto the modern-day Raudaki.

Though the old Jotun mountain giants appear to be gone, their degenerate offspring the stone giants and hill giants now control much of the Basalt Mountains. Such giants can raid with impunity into some Merothians towns, and are a constant threat to others. The orc tribes that answer to them, and the orroc who share giant blood, are much more likely to be actually encountered but the distrust, fear and hate for all these groups runs deep.

As the Njor often raid down from the north and clear have some Jotun blood, most Merothians are suspicious of groups of Njor. However, the fact that Njor Giantslayers often travel into the central Basalt Mountains seeking to kill off specific storied villains of gaintkind cause many Merothians to appreciate the value of a friendly Njor. A single Njor, or a couple of Njor travelling with other races, are more likely to be viewed in friendly terms, at least until livestock begin to go missing.

Though true garm are extremely rare since the Age of Tyrants, their close cousins the worgs and winter wolves remain threats throughout Merothia. If anything these canine creatures hate Merothians even more than the Merothians hate them, and worg shamans often gather small warbands together during storm season to destroy as many Merothians villages as possible.

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Worldbuilding Week: Merothian Cultural Touchstones

We’re continuing Worldbuilding week with a look at little cultural notes or “touchstones” that GMs and players alike can use to build on Merothian themes. We already did a brief history of Merothia here, and discussed Merothian traits characters could take here. While the history was pure prose (with no rules to speak of, and the traits were solidly in the realm of rules (though with flavor text, of course), these cultural touchstones include elements of both.

Merothian Cultural Touchstones

There are some common elements of Merothains society that cross the boundary of a single village or group. Some are tied to specific rules elements, but others are just ideas a GM can hang a story or encounter on, of a player can use to craft a particularly “Merothian” background.

Arming Sword

The legendary Free Knights of Merothia carried a distinctive blade known as an “arming sword.” Similar to a longsword, an arming sword has a shorter handle with a cruciform hilt and a large lozenge-shaped pommel. Classically, Merothian knights carried an arming sword for use with shields, and had a greatsword for use in situations where heavier blows were required. This set them apart from most other sword-using elite warriors of the era, who carried bastard swords and adjusted their grip as needed.

Arming swords act like longswords with the following exceptions:
*A Medium arming sword deals 2d4 damage (and arming swords were not normally crafted in any other size)

*Because it is designed to work best with one hand, attacks using two hands with an arming sword suffer a -1 penalty to confirm critical threats.
*Because it is so well balanced and offers a firm grip with one-handed attacks, critical hits with an arming sword deal 2 additional point of damage (after all other calculations).

Community Granna and Granther

Generally every Merothian community has an elder woman and elder man respectfully known as “Granna” and “Ganther” respectively. These are often, but not always a married couple, and some communities have more than one of each (generally resulting in using the gran honorific as a title, such as “Granna Maeth” and “Granna Hilde”). They often act as receptacles of oral lore, teachers and babysitters of the very young, and impartial, unofficial arbitrators of minor community arguments. Though not officially in positions of rulership, these are seen as town elders, and are generally included in any community planning meeting to their opinion is heard (though traditionally they don’t then weigh in on the right course of action, just give historical context and opinions based on their own experiences).

For Merothians being a Granna or a Granther is not explicitly about age, which is why they don’t automatically accord the same title to any centuries-old dwarf or elf they encounter. Instead, Granna and Granther are revered because they continue to survive despite having love the vitality of their prime, and must know act with the knowledge they are closer to death and less able to save themselves. This distinction is well understood by most dwarves, but is often lost on elves of Te Astra and Te Essar.

Donnersop

Whenever anyone hunts, farms, butchers, kills, weaves, tans, or otherwise crafts or gathers materials, scraps are given to Granna and Granther. If the scraps are edible, they are generally turned into a soup by one of the these two elders. If they are a fabric or covering, they are sewn or weaved into a quilt or shawl. If they are wood, they carved into something useful, or if metal adapted to a new purpose with a stick and rawhide.

Granna and Granther uses these items for their own upkeep, but also give them out as needed to families having trouble, or call for an even where a segment of the community comes and enjoys these patched- and stewed- together offerings.

Both the tradition of given scraps, and the materials made from them, are known as donnersop, a uniquely Merothain word. When offered up to a segment of the community for communal enjoyment, this also becomes a time when tales are told, history recited, old songs sung, and initial long-term plans discussed.

While character’s can’t normally “buy” donnersop, they can receive goods worth 1-5 gp or less as donnersop if they seem sufficiently destitute, and worth aiding. Meanwhile a character who donates as little as 1 sp a week of material to a communities donnersop stores gains a +2 circumstance bonus to Diplomacy checks to gather information in that Merothian community.

Weapon Inscriptions

Merothians often inscribe letters onto their weapons, a practive that dates back to the Free Knights of Old Merothia. These are usually letters in Celestial, though older traditions use letters in Fey, that list just the first letter of several words that are a phrase or motto important to the weapon user. Many famously use CMAS which refers to the ancient knight’s cry corie meroth aeter sang, Celestial for “The Heart of Merothia Bleeds Eternally,” a promise that the Free Knights would suffer any hardship to fight for freedom and justice. Current Merothains often don’t speak either Celestial or Fey, and may ask am Abthanian priest or a druid to translate a phrase meaningful to the individual into letters.

Those familiar that own an heirloom arming sword with such an inscruiption consider it an object that must be maintained, and given to a family member who has proven the willingness and ability to use it. Since Merothians communities often can’t afford to make new swords, the inscription tradition has been extended to the more common axes, spears, bows, and knives poorer Merothians depend on to protect themselves.

While most inscriptions are not magical, for 15% above the normal cost of a scroll, a magical inscription that functions precisely like a scroll can be etched onto a weapon as an inscription. This is normally only done by Merothian spellcasters with strong ties to Old Merothia, most often druids, Abthanian priests, and witches.

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Worldbuilding Week: Merothian Traits

We’re continuing Worldbuilding week (which started here) with a look at traits available to Merothian characters.

Merothian Ethnic Traits

These are all traits available to characters that are Merothian, and who were raised in Merothia or a neighboring region where it was known they were Merothian. These serve both as specific tweaks to character abilities that help players with Merothain PCs feel like their backgrounds matter, their very existance also help reinforce a culture and tone for Merothia in general.

Blessed are the Humble (Faith trait). Even the gods seem to know that Merothians have gotten a raw deal. If a divine spellcaster casts a spell with harmless in the saving throw or SR entry, treat that spellcaster’s level as being one higher when determining the spell’s effects 9including amount healed, duration, and so on).

Born to Serve (Race trait). Since the fall of the High barons, numerous groups (most often spellcasters from Te Essar) have made adjustments to Merothian bloodlines to make them better servants, often in an effort to prove Merothains are an inferior race of humanoids. Your family comes from such an altered bloodline. When you aid another in combat or with skills, your aid another bonus is +3 rather than +2. When you make an aid another check to help a creature with a humanoid subtype (other than human) you have never aided before, roll 1d20. If the result is a 20, this trait actually increases your aid another bonus to +4 for creatures of that subtype.

Distant Kin (Family trait). You have an extensive family of Merothian commoners. When in a settlement that has a population of at least 500 Merothians, in Merothia or a neighboring region, if you make a successful Diplomacy check to gather information you can find a distant cousin who may help you. Calculate how many followers you would have if you had the Leadership feat. This is the maximum number of cousins you can find over your career (though as your leadership score goes up, so do the potential number of cousins you are put in contact with). These cousins are randomly assigned npc class levels by the GM based on what follower slots you have remaining, are within one step of your alignment, and begin with an attitude of friendly.

Hard to Kill (Combat). Most Merothian families have more than one ancestor who survived outrageous wounds and odds to live long enough to have children. The trait for survival is often passed on. Add your character level to the negative number of hit points you must reach before dying.

Old Magic (Magic). There aren’t many Merothian spellcaster left, but tales of the Witch-Knights, Green Mages, and Holy Kirks make it clear there were once many eldritch traditions in Merothia. Some of that old lore has been passed down to you, allowing you to occasionally surprise a foe with a different way of doing things. Once per day when you cast a spell that is not the highest-level spell you can cast, and the foe succeeds at a saving throw, you can force the foe to reroll the saving throw. If the foe fails this second save the spell takes effect, though if the spell is not instantaneous its maximum duration is 1 round per 5 caster levels (minimum 1 round).

Used to It (Social trait). Things often suck for Merothians, and to survive they have had to simply learn to manage under harsh conditions. When you have a penalty of -2 or more that applies to d20 checks (such as attack rolls, skill checks, saving throws, and so on), as a move action you can improve that penalty by one for 1 round.

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Worldbuilding Week: Merothia

So, this week I am planning on putting up a set of four linked posts that are an example of how I like to combine game rules, broad mythology, and a selection of small details to build an element for an RPG campaign setting.

This week I’ll be going over Merothia, a region appropriate for PC origins and adventuring in a fairly typical fantasy-style Pathfinder RPG game. I’ll also be mentioning a lot of things that tie into Merothia but don’t get full write-ups just yet, which is also often how I expand a world — toss out details to players, and see which ones they find interesting enough to justify my spending more time on them.

Merothia

Once, Merothia was a series of 27 semi-independent baronies rules by he High Barons, who had significant autonomy in all local matters (and could even wage war on one another to a limited extent), but who all swore to obey a single Baron King in all dealings with foreigners. Merothians were fiercely independent and had strong dedication ot building a world that was “fair,” and it was often said “Twelve Merothians will starve rather than divide unevenly sliced bread.”

In the Age of Quests, this fierce independence generated numerous heroes and small bands that kept Merothia safe. During the Age of Tyrants, it lead to most of Merothia being conquered by the elven nation of Te Essar. Since the end of the Age of Tyrants, Te Essar’s near collapse and the rise of Te Astra and the Golemarium have left Merothia largely ununified.

Most regions of Merothia are now officially protectorates of some foreign power, but generally only those in the far west that answer to the Raudak and those in the south-east that are oppressed by Te Astra actually see any benefit for the taxes they periodically send to their distant foreign rulers. The notable exceptions to this are villages in north-central Merothia that have managed to become official Craft Homes to the dwarven Clan League, which enjoy significant advantages for their formal membership (though it is much more common for a Merothian town to have strong alliances with the league rather than be able to claim Craft Home status).

Merothian settlements that aren’t formal protectorates fall into a few broad categories. Some towns have powerful enough local rulers (usually a retired crusader, Njor raider, mid-level Tarsian merchant-prince, minor aething half-blood Te Astra or even Te Essar noble with casual support from their homelands, or someone who also happens to run a nearby Abthanian church or monastery) to maintain independence, though generally under restrictive rule that favors a small non-Merothian upper classes. Other towns and villages have agreements with varying levels of officialness with bandit bands, raiders, or monster packs.

Notable and well-known exceptions to this trend are the Free Harbor of Auvant, which uses the combination of its access to natural harbors and river routes and distance from any similar ports or major political entities to make enough money to buy mercenaries that keep its ruling council at least nominally in charge, and Whurrak, the mountain holdfast that carefully enforces equality for itself and the Merothian towns and villages that support it economically.

True Merothians rulership in the style of old may only still exist in far-off Presthor, if the storied last Merothian Free Barony (supposedly locked in an endless crusade that keeps its knights and nobles from returning to Merothia proper) even exists.

Merothians

Ethnically, Merothians are humans descended from the High Barons of Merothia, before that suzerain’s fall. They are generally typical in human appearance, with a trend toward light tan skin tones, darker hair and eye color, and thick shoulders, hips, wrists, and ankles. Those with more Njor blood tend to be taller, those closer to Te Astra and Te Essar tend to be thinner and paler (though not as fair as aething half-bloods), and those close to a port or harbor are often darker skinned, and may even be mistaken for Tarsians or Akkesh.

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Encounter Environment: The Gravity Chamber

This week I saved all my creative energies for one big post, and TGIF!

(Seriously, I’ve sold pdfs shorter than this… )

The Gravity Chamber

The Gravity Chamber is an encounter environment idea. It’s a room in which gravity swaps one a round, every round, randomly and often with little warning. Down becomes up, and then the next round becomes down again. PCs must deal with being constantly slammed up and down, hopefully while you also add another encounter (like driders with boxes of caltrops and a cyclops alchemist) to keep thigns fresh and terrifying.

The Set Up

Have this be a big room, with a ceiling that’s 20 feet high, plus 10 feet per 5 full levels of the PCs. Also, describe the weird bloodstains, scattered gear, and broken crockery everywhere…

Once the PCs are all inside, something triggers the room. Maybe it’s an ancient eldritch trap that goesn;t go off until everyone is inside. Maybe it’s a malfunctioning antigrav drive with an AI that waits for all passengers to be aboard. Maybe it’s just bad timing. Maybe a super-powerful psychic child is sitting in the middle of the room waiting for her powers to kill her, and she throws a tantrum. Maybe there’s a big shiny button, and the fun starts when someone presses it. Your game, your call. This is just a tool in your toolbox.

Once it’s going, the Big Swap rolls initiative every round. Keep this secret. When it’s number comes up, down and up switch places.

If there’s an off switch, the PCs can try to reach it. If not, the effect likely lasts 10 rounds.

The Difficulty of Reverse Gravity

The difficulty of anything you attempt in the Gravity Chamber is modified by how much warning there is before gravity takes hold, and how suddenly it happens once the switch occurs. Those aren’t things that exist in real-world terms, so there can be as much or as little warning as you, the GM, want.
To keep things interesting, I recommend you make the Difficulty Value 1.5x the Average party Level of your group. When a calculation of a DC calls for a value of X + DV, this should keep things interesting for characters of any level. For example, if a wizard who is part of a 5th level group is flying in the gravity chamber, his Fly check have a DC of 22 (15 + a DV of 7.5, rounded down to 7).

You could of course decide that the gravity chamber is the most dangerous, most sudden, most unpredictable version possible, and make all the DV’s 30. But that’s not going to be much fun for 8th level characters.

If you want to use the gravity chamber more than once, you can actually vary the DV and give the players careful explanations. If they run into a gravity chamber at 5th level with a DV of 7, explain that there is some warning, a sense of tilting or a brief moment of weightlessness, before each gravity switch. If they run into another one at 8th level, rather than a DV of 12 (as the formula would suggest), perhaps it has a DV of only 5. Explain that there is a groan and a series of clicks before the gravity switch, and that gravity fades in and out, quickly but not with no warning. It’s actually easier than the first one they encountered (which also allows you to put a more dangerous complementary encounter in the chamber).

This, of course, sets them up for the extremely violent, no-warning gravity chamber they encounter at 10th level, with a DV of 20. One hopes by then the players have made some preparations for these types of encounters.

The Details

What happens when gravity reverses itself depends on what you were doing at the time.

Standing: If you are standing when gravity reverses itself, you are going to fall. The only question is, can you reduce the damage by “jumping” toward the new ground, flip midair, and land on your feet? That’s a DC 10 + DV check, rather than a flat DC 15. Also, since otherwise people are standing from prone every round, you may wish to give people a choice of reducing the damage by 10 feet 9and falling prone if they take any damage), or landing in a heroic 3-point stance, which means they take full damage but *aren’t* considered prone.

Deadpool would approve.

Flying: Flying characters don’t get a pass just because they aren’t touching the ground. Flying means you are pushing against “down” with some force to counteract gravity. Since you don’t know when gravity will reverse itself, there’s a definite risk that the force used to push against “down” will slam you into the new down when gravity flips. After all if it’s just 40 feet from one side to the other, at 1g it only takes about 1.5 seconds to fall that distance (ignoring things like wind drag), and if you are flying at the midpoint it’s less than 1 second.

When gravity reverses, anyone flying must make a Fly check with a DC of 15 + DV. The exception to this is flight with perfect maneuverability, which only needs to make a DC of 0 + DV. On a failed check you move a number of feet toward the new “down” equal to double the amount you missed the check by. If you move so far you hit the current “down,” you take following damage and are prone.

Climbing: Climbing the walls or trying to use the Climb skill to stick to the floor when it becomes the ceiling is tricky… but not impossible. Usually an “overhand with handholds and footholds only” is DC 30, which is pretty epic. But you could, of course, add actual rungs, loops, gnarly roots, or even netting strung across every surface. To make a Climb effort a viable option you may want to go with a DC of 20+ DV, and be liberal with bonuses for doing things like hammering in pitons or getting clever with an immovable rod.

If a character has a climb speed and can stick to a surface gecko-like, it’s MUCH easier to stay stuck to a surface when gravity reverses itself… but like flight it’s not automatic. DC 5 + DV.
If you fail a check by 1-4, you may choose to be staggered and immobile, but stay in your space (representing a death-grip to stay put), If you fail by 5 or more, or aren’t willing to be staggered, you fall and hit the new floor.

Landing: Things like wind drag, randomly pushing off other objects by accident, and gravity eddies mean you don’t land exactly above or below your starting point. If you succeed at an Acrobatics check as described above, pick a square either directly under you or adjacent to the one directly under you, and you land there. For any other result, roll 1d8 and 1d20. The 1d8 determines your direction of scatter, if any. If it and the d20 result in the same number, you land directly under your starting space. If the d8 result is smaller than the d20 result, you drift 5 feet in the direction indicated by the d8. If the d8 result is bigger than the d20 result, you drift ten feet in the direction indicated by the d8.

If two or more creatures end up in the same space, they all make grapple checks. The creature with the highest result is standing (and may shift one space if necessary). All others are prone. No one is actually grappling, that just represents the mad scrabble to end up on top as they are flung together.

Hazards

Remember I mentioned the driders you could add might have boxes of caltrops? This thing is a giant washing machine, and everything is being banged about. Each round, everyone must make a Reflex save with a DC of 5 + DV. On a success, you dodged all the debris. On a failure, you take damage equal to falling half the distance to the ground, as pebbles, old gear, and even small rodents slam into you.

You can also have small fields of caltrops, alchemists bombs, and angry hornet’s nests bouncing around, with people trying to avoid landing on them. Move these the same way you move creatures, but if they end up sharing a space, the creatures automatically slam into them.

Ouch.

Rewards

If you follow the guidelines given here, the Gravity Chamber is an encounter roughly the same CR as the party’s average level. If you add another encounter to it, boost that encounter’s CR by +2.

Of course being a higher CR encounter means more treasure… but what if everyone gains some special ability as a result to exposure to the strange gravatoinic radiation of the chamber? Perhaps everyone can feather fall once per day as a spell-like ability? And if they encounter a second chamber, maybe double exposure means they can each levitate once per day… and so on…

Or maybe they just get to gather up adamantine caltrops!

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Additional Snow Rules

While snow is covered in Chapter Thirteen: Environment of the pathfinder Roleplaying game Core Rulebook, there are some additional rules I’d personally use if snow is a major element for a specific adventure, but not a common part of a campaign overall.

Adaptation: Creatures with both the cold subtype and native to a cold environment, and those with the cold subtype and a natural climb speed, ignore all rules to perception, getting lost, and movement from snow.

Light snowfall: Very light snowfall produces less than an inch of snow per day. It does not impact visibility or flames. It actually gives a +4 bonus to Survival checks to track anyone who has passed by since the snowfall stopped, since their prints are outlined.

Snowfall: Normal snowfall reduced visibility enough that a character may get lost in the wilds when it is snowing this hard. See Getting Lost, in the Wilderness section of Chapter Thirteen: Environment. If there is an additional effect in addition to the snow that might cause characters to get lost, any Survival check to avoid getting lost takes a -4 penalty.

Heavy Snowfall: When it is snowing this hard, a character can get lost outside even within an urban environment, but may make a Knowledge (local) check rather than a Survival check to avoid this. Also, a character in a wilds environment takes a -4 penalty to a Survival check to avoid getting lost. If there is an additional effect in addition to the snow that might cause characters to get lost, any Survival check to avoid getting lost takes a -4 penalty. See Getting Lost, in the Wilderness section of Chapter Thirteen: Environment.

Heavy snowstorms and blizzards also reduce the effectiveness of fire attacks. Creatures vulnerable to fire do not take additional fire damage if they are in a heavy snowstorm or blizzard.

Whiteout: The most powerful of blizzards cause whiteout conditions. This grants everything more than 5 feet away total concealment (even from sound-based blindsight and blindsense), and anything close standard concealment. Check to avoid getting lost take a -20 penalty, and must be made every 10 minutes. Whiteout conditions last from a few minutes to a few hours, and can drop 1d4 feet of snow per hour.

If a character is in snow deeper than they are tall, this is similar to being stuck in an avalanche. Buried characters take 1d6 points of nonlethal cold damage per hour, in addition to any cold hazard. If a buried character falls unconscious, he must make a DC 15 Constitution check or take 1d6 points of lethal damage every ten minutes thereafter until freed or dead. See Cave-Ins and Collapses for rules on digging out buried creatures.

Snow Creatures

You can turn any creature into a snow creature by giving it the cold subtype, moving it to a cold terrain, and giving it a climb speed equal to 1/2 its movement rate. While the CR of a cold creature it not increased in general, an encounter with one or more cold creatures in a snowstorm or blizzard has an ad hoc +1 CR adjustment.

For example, the Blue Orrocs of the northern Basalt Mountains are famed for their dark blue-to-purple coloration and their raids made into the lowlands during blizzards and winter storms.

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Mythic Monster Feats

At LEAST one issue with the mythic rules is that they are PC-centric. That makes sense of course, and monsters can take mythic options. But they don’t have nearly as *many* mythic options tailored for them.

But you can FIX that. Just make mythic versions of monster-specific feats. Of course that can be a lot of work…

I took a run as some Mythic Monster Feats, of course.

Mythic Ability Focus (Monster)
One of this creature’s special attacks is amazingly effective.
Prerequisite: Ability Focus, special attack.
Benefit: Increase the bonus to the special attack’s DC by another +2 (+4 total including the benefit from Ability focus). Additionally, once one round the monster can expend one point of mythic power to use this special attack as a swift action.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.

Mythic Ankle Biter (Combat, Goblin, Mythic)
You can bite creatures anywhere, any time.
Prerequisite: Ankle Biter, Goblin, Escape Artist 1 rank.
Benefit: Any time an adjacent creature attacks you and misses, you may make a free bite attack against that creature. Add your mythic tier to all bite damage you deal (including with normal bite attacks not made as part of this feat). Additionally, you may expend a point of mythic power to make a bite attack at your highest attack bonus as a swift or immediate action.
Special: You cannot make this bite attack when you are the aggressor in a grapple, including if you manage to reverse a grapple or make any other attack of opportunity.

Mythic Awesome Blow (Monster, Mythic)
You toss lesser creatures about like dolls!
Prerequisites: Str 25, Awesome Blow, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: Once per round when you damage a creature smaller than yourself with a natural attack, you may make a CMB check as a free action. If your check succeeds, you send the foe 10 feet directly away from you in a direction of your choice, +5 feet for every 5 your check exceeded the foe’s CMD. The foe falls prone, and if it hits an obstacle it and the obstacle take 1d6 damage per 5 feet you sent it. (If the obstacle is also a creature, and your original CMB check exceeds its CMD, it also falls prone.)

Mythic Battle Singer (Goblin, Mythic)
Your battle songs can drive your fellow goblins to new heights of frenzy.
Prerequisite: Battle Singer, goblin, bardic performance class feature.
Benefit: When using bardic performance to sing in goblin to inspire courage in allies who speak goblin, add half your mythic tier to the bonus granted by inspire courage (minimum of an additional +1 bonus).

Mythic Blasting Boulder (Monster, Mythic)
The boulders you hurl detonate like cannon balls.
Prerequisites: Blasting Boulder, Mythic Smoking Boulder, Smoking Boulder, base attack bonus +13, heated rock special attack*.
Benefit: You can infuse rocks thrown as part of an attack action with volatile fire energies, adding one of the following effects to a thrown rock affected by your Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-foot-radius spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are deafened and staggered for 1d4 rounds (Fort negates).
    Incendiary Explosion: The creature struck by this rock takes 4d6 points of fire damage, other creatures within a 10-foot-radius burst take 2d6 points of damage, and all affected creatures catch on fire. A successful Reflex save halves the fire damage taken and negates catching on fire.
*Normally available to fire giants.

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