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		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=251519</id>
		<title>Yunauth:GMNotes</title>
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		<updated>2013-11-17T10:52:23Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Exploration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In the Temple ==&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Deity !! Like !! Dislike&lt;br /&gt;
|-&lt;br /&gt;
| Isanar || Swaddling Cloth || Wedding Ring&lt;br /&gt;
|-&lt;br /&gt;
| Oretan || Feather || Signet ring&lt;br /&gt;
|-&lt;br /&gt;
| Shind || Coin || Letter of credit&lt;br /&gt;
|-&lt;br /&gt;
| Oroanneno || Paper talisman || Telescope&lt;br /&gt;
|-&lt;br /&gt;
| Erouralra || Fish || Sapling&lt;br /&gt;
|-&lt;br /&gt;
| Aeraexri || Aphrodisiac herb || Mask&lt;br /&gt;
|-&lt;br /&gt;
| Jokr || Booze || Grapevines&lt;br /&gt;
|-&lt;br /&gt;
| Rak || Plate of food || Firefly&lt;br /&gt;
|-&lt;br /&gt;
| Ideth || Alchemist&#039;s fire || Red clay&lt;br /&gt;
|-&lt;br /&gt;
| Sheto || Noose || Gavel&lt;br /&gt;
|-&lt;br /&gt;
| Enaylak || Wooden dice || Carved names&lt;br /&gt;
|-&lt;br /&gt;
| Thaeyl || Melted iron nail || Tamborine&lt;br /&gt;
|-&lt;br /&gt;
| Adi&#039;a || Book || Trapped chest&lt;br /&gt;
|-&lt;br /&gt;
| Tullax || Handcuffs || Bones&lt;br /&gt;
|-&lt;br /&gt;
| No One || Pear ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artifacts ===&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
&lt;br /&gt;
==== Minarcil - Snowy Forest ====&lt;br /&gt;
&lt;br /&gt;
15% chance per day&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! d100 !! Encounter !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 01-08 || 1 Dire Rat || 135&lt;br /&gt;
|-&lt;br /&gt;
| 09-15 || 1 Flash Beetle (variant fire beetle) || 200&lt;br /&gt;
|-&lt;br /&gt;
| 16-19 || 2 Human Skeletons || 270&lt;br /&gt;
|-&lt;br /&gt;
| 20-27 || 1 Giant Amoeba || 400&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 || 3 Human Skeletons || 405&lt;br /&gt;
|-&lt;br /&gt;
| 33-40 || 1 Bombardier Beetle (variant giant beetle) || 600&lt;br /&gt;
|-&lt;br /&gt;
| 41-48 || 1 Bat Swarm || 600&lt;br /&gt;
|-&lt;br /&gt;
| 49-55 || 1 Dire Bat || 600&lt;br /&gt;
|-&lt;br /&gt;
| 56-59 || 1 Ice Mephit || 800&lt;br /&gt;
|-&lt;br /&gt;
| 60-66 || 1 Frost Scorpion (Giant Scorpion, trade climb for stealth in snow, Str dmg for Con dmg) || 800&lt;br /&gt;
|-&lt;br /&gt;
| 67-73 || 2 Wolves || 800&lt;br /&gt;
|-&lt;br /&gt;
| 74-80 || 1 Ankheg || 800&lt;br /&gt;
|-&lt;br /&gt;
| 81-87 || 2 Giant Ants (1 worker, 1 soldier) || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 88-92 || 3 Wolves || 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 93-97 || 1 Brown Bear || 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 98-00 || 1 Creeper || 1,200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Minarcil - Swamps ====&lt;br /&gt;
&lt;br /&gt;
===== Exploring =====&lt;br /&gt;
* Creepers - 3 dead crocodiles that spawn 6 young creepers&lt;br /&gt;
* Stirges - 8 stirges fly off a carcass&lt;br /&gt;
* Boggards - 5 boggards and 7 giant frogs ambush the players&lt;br /&gt;
* Dire Croc - A dire croc ambushes the players from the water&lt;br /&gt;
* Witch - A crazed witch in a walking hut&lt;br /&gt;
&lt;br /&gt;
===== Travelling =====&lt;br /&gt;
A 20% chance of a random encounter per hex per day.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d20 !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 6 striges&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 4 giant frogs&lt;br /&gt;
|-&lt;br /&gt;
| 6-8 || 4 crocodiles&lt;br /&gt;
|-&lt;br /&gt;
| 9-10 || 2 mosquito swarms&lt;br /&gt;
|-&lt;br /&gt;
| 11-14 || 1 gray ooze&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 1 will-o-wisp&lt;br /&gt;
|-&lt;br /&gt;
| 16-17 || 3 giant leeches&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 1 leech swarm&lt;br /&gt;
|-&lt;br /&gt;
| 19-20 || 1 ochre jelly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Scenery ===&lt;br /&gt;
&lt;br /&gt;
==== Snowy Forest ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d20 !! Perception !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || Left over pit trap. Perception DC 20. DC 20 Reflex to avoid 2d6 falling damage.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || Berries. Survival DC 15 to see that they are edible.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || Berries. Survival DC 15 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || Mushrooms. Survival DC 20 to see that they are edible.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 || Mushrooms. Survival DC 20 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10 || Flowers. Knowledge (Nature) DC 20 to see that they are valuable. 60x1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 10 || Flowers. Knowledge (Nature), but there&#039;s nothing special about them.&lt;br /&gt;
|- &lt;br /&gt;
| 9 || 20 || An ancient stone cairn. Roll below if dug up.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15 || An overgrown path. Roll to see which direction it leads.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 15 || Tiny snowmen.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || - || A hot spring. Roll again for encounter.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || - || A clearing.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 15 || Huge animal bones.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 15 || A leftover temporary shelter.&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 20 || An old camp site.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 5 || A small band of nomads.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5 || A small fresh water spring.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 10 || A shallow cave. Roll below.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 10 || A deep cave. Roll below and reroll encounter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d100 !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 01-05 || Nothing&lt;br /&gt;
|-&lt;br /&gt;
| 06-13 || Bones&lt;br /&gt;
|-&lt;br /&gt;
| 14-25 || Vermin&lt;br /&gt;
|-&lt;br /&gt;
| 26-40 || Coins. 100 x 1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 41-70 || A gem. 50 x 4d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 71-90 || An old masterwork weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 91-00 || A minor magic item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Swamps ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d20 !! Perception !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || Quicksand. (http://www.d20pfsrd.com/gamemastering/environment/wilderness)&lt;br /&gt;
|-&lt;br /&gt;
| 3 || - || Swamp gas. (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/exploration.html)&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || Berries. Survival DC 20 to see that they are edible.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || Berries. Survival DC 20 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 || Mushrooms. Survival DC 25 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10 || Unusual plants. Knowledge (Nature) DC 25 to see that they are valuable. 60x1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 10 || Unusual plants. Knowledge (Nature), but there&#039;s nothing special about them.&lt;br /&gt;
|- &lt;br /&gt;
| 9 || - || A freshwater spring. Roll again for encounter.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || - || A snake nest. Snakes and roll below if searched.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || - || A sunken cart. Roll below.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 15 || An abandoned hut. Roll below.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 20 || An old camp site.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 10 || A shallow cave. Roll below.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 10 || Large brown mold. Roll below if cleared.&lt;br /&gt;
|-&lt;br /&gt;
| 16 || - || Large bog. Waste a day.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d100 !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 01-05 || Nothing&lt;br /&gt;
|-&lt;br /&gt;
| 06-13 || Bones&lt;br /&gt;
|-&lt;br /&gt;
| 14-25 || Vermin&lt;br /&gt;
|-&lt;br /&gt;
| 26-40 || Coins. 100 x 1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 41-70 || A gem. 50 x 4d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 71-90 || An old masterwork weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 91-00 || A minor magic item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
Note: 700 XP each&lt;br /&gt;
&lt;br /&gt;
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
To collect meat, the party will have to organize a hunt. There&#039;s 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person&#039;s worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There&#039;s a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an argument over which drinks to serve at the drinking contest. There&#039;s a short beer that most people don&#039;t think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
Last year, some wizard used &#039;&#039;obscuring mist&#039;&#039; in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Two size categories (two prizes). Pies served in rounds.&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Personal, non-magic weapons. Longbow provided. No guns.&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Note: Using slingshots.&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB&lt;br /&gt;
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Fortified ale (DC 14)&lt;br /&gt;
&lt;br /&gt;
Take as many drinks as you can until you give, pass out or puke.&lt;br /&gt;
&lt;br /&gt;
You can drink 1 + CON MOD drinks with no effect. After that, it&#039;s a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you&#039;re forcibly woken before then, you&#039;re sickened for 1 hour per drink over the limit.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* CON +3, Fort +6&lt;br /&gt;
* CON +2, Fort +4&lt;br /&gt;
* CON +2, Fort +3&lt;br /&gt;
* CON +0, Fort +1&lt;br /&gt;
* CON -1, Fort -1&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A stein that can cast &#039;&#039;purify food and water&#039;&#039; up to twice per day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Sneaking Contest ===&lt;br /&gt;
&lt;br /&gt;
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.&lt;br /&gt;
&lt;br /&gt;
All the watchers have +5 Perception.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Goblin Fighter, Stealth +9&lt;br /&gt;
* Human Rogue, Stealth +6&lt;br /&gt;
* Elf Ranger, Stealth +5&lt;br /&gt;
* Halfling Commoner, Stealth +3&lt;br /&gt;
* Dwarf Wizard, Stealth +0 (knows &#039;&#039;obscuring mist&#039;&#039; and &#039;&#039;reduce person&#039;&#039; [+5])&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A cloak that gives +2 stealth, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Contest ===&lt;br /&gt;
&lt;br /&gt;
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren&#039;t easily fooled.&lt;br /&gt;
&lt;br /&gt;
1 point for beating the DC, +1 for each 5 points over.&lt;br /&gt;
&lt;br /&gt;
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)&lt;br /&gt;
* Water Naga Painting (Dungeoneering DC 17)&lt;br /&gt;
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)&lt;br /&gt;
* Tengu Painting (Local DC 10, can be made untrained)&lt;br /&gt;
* Salt Mephit Statue (Planes DC 13)&lt;br /&gt;
&lt;br /&gt;
To bluff, you must first pass the base DC on the original check (to at least know the creature&#039;s name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don&#039;t get the extra points and you get -1 point.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Human Bard, +7 Nature, +4 others&lt;br /&gt;
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int&lt;br /&gt;
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int&lt;br /&gt;
* Half-Orc Fighter, +4 Dungeoneering, +0 Int&lt;br /&gt;
* Human Commoner, +1 Local, -1 Int&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A magnifying glass that casts &#039;&#039;identify&#039;&#039; (CL 1) once per day, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Greased Pig Contest ===&lt;br /&gt;
&lt;br /&gt;
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.&lt;br /&gt;
&lt;br /&gt;
Harming the pig is forbidden, as is effecting it magically.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC&lt;br /&gt;
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC&lt;br /&gt;
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows &#039;&#039;enlarge person&#039;&#039; +1 CMB, 12 CMD, 15 AC)&lt;br /&gt;
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC&lt;br /&gt;
* Human Commoner, +2 CMB, 14 CMD, 14 AC&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
The three pigs. There are people that will buy them for 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Young Gelationous Cube ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Young Gelatinous Cube&lt;br /&gt;
|appearance=It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Ooze&lt;br /&gt;
|senses=Blindsight 60 ft.&lt;br /&gt;
|move-speeds=15 ft.&lt;br /&gt;
|hd=4d8+24&lt;br /&gt;
|hp=42&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+7&lt;br /&gt;
|ref=-2&lt;br /&gt;
|will=-4&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=5&lt;br /&gt;
|con=22&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=1&lt;br /&gt;
|cha=1&lt;br /&gt;
|init=-3&lt;br /&gt;
|ac=7&lt;br /&gt;
|touch-ac=7&lt;br /&gt;
|flatfooted-ac=7&lt;br /&gt;
|ac-breakdown=-3 dex&lt;br /&gt;
|def-abilities=transparent&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity, ooze traits&lt;br /&gt;
|melee-list=slam +1 (1d4-2 bashing plus 1d4 acid)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=engulf, paralysis&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=-5&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=&lt;br /&gt;
|treasure=Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Acid (Ex)&#039;&#039;&#039; - A gelatinous cube&#039;s acid does not harm metal or stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engulf (Ex)&#039;&#039;&#039; - Although it moves slowly, a gelatinous cube can simply engulf Medium or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 10 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent&#039;s choice) as the cube moves forward. Engulfed creatures are subject to the cube&#039;s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralysis (Ex)&#039;&#039;&#039; - A gelatinous cube secretes an anesthetizing slime. A target hit by a cube&#039;s melee or engulf attack must succeed on a DC 18 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transparent (Ex)&#039;&#039;&#039; - Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Assassin - Spleenstabber ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Spleenstabber, goblin ninja 5&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=35 ft.&lt;br /&gt;
|hd=5d8+0&lt;br /&gt;
|hp=23&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+1&lt;br /&gt;
|ref=+9&lt;br /&gt;
|will=+2&lt;br /&gt;
|str=10&lt;br /&gt;
|dex=20&lt;br /&gt;
|con=10&lt;br /&gt;
|int=11&lt;br /&gt;
|wis=13&lt;br /&gt;
|cha=10&lt;br /&gt;
|init=+5&lt;br /&gt;
|ac=18&lt;br /&gt;
|touch-ac=16&lt;br /&gt;
|flatfooted-ac=13&lt;br /&gt;
|ac-breakdown=+5 dex, +2 armor, +1 size&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW rapier +11 (1d4-2/18 + 3d6 sneak attack)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=17&lt;br /&gt;
|perception=+9&lt;br /&gt;
|skills=Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10&lt;br /&gt;
|feats=Fleet, Weapon Finesse, Weapon Focus (rapier)&lt;br /&gt;
|treasure=MW rapier, MW leather, 1 use Dimension Door smoke bomb&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=Fast Stealth, Vanishing Trick, Ki 2 pts&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=25&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+2 (+3 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+3 (+4 grapple)&lt;br /&gt;
|cmd=17 (18 to break a grapple)&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still&lt;br /&gt;
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Swordsman L3 ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft. (run)&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=23&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+1 (+2 vs fear)&lt;br /&gt;
|str=11&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=12&lt;br /&gt;
|int=8&lt;br /&gt;
|wis=11&lt;br /&gt;
|cha=7&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=22&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=19&lt;br /&gt;
|ac-breakdown=+2 dex, +5 armor, +1 size, +1 dodge, +3 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Acrobatics -1, Climb +0, Survival +4, Stealth +6,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Run, Shield Focus&lt;br /&gt;
|treasure=MW longsword, scale mail, MW heavy steel shield, potion of CLW&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Cleric L3 ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Goblin cleric 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d8+3&lt;br /&gt;
|hp=17&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+2&lt;br /&gt;
|will=+4&lt;br /&gt;
|str=7&lt;br /&gt;
|dex=12&lt;br /&gt;
|con=11&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=13&lt;br /&gt;
|cha=10&lt;br /&gt;
|init=+1&lt;br /&gt;
|ac=17&lt;br /&gt;
|touch-ac=12&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+1 dex, +5 armor, +1 size&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=Heavy mace +1 (1d6-2, 20/x2 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day channel negative energy (2d6, DC 11), command (DC 13), CLW, cause fear (DC 12), bless, spiritual weapon, summon monster II&lt;br /&gt;
|cmb=-1&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics -3, Climb -5, Survival +3, Stealth +9,&lt;br /&gt;
|feats=Combat Casting, Spell Focus (Enchantment)&lt;br /&gt;
|treasure=heavy mace, scale mail, 2 potions of CLW, 1 alchemist fire&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Sorcerer L3 ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Goblin sorcerer 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d6+3&lt;br /&gt;
|hp=14&lt;br /&gt;
|bab=+1&lt;br /&gt;
|fort=+1&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+4&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=11&lt;br /&gt;
|int=9&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=11&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=13&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=11&lt;br /&gt;
|ac-breakdown=+2 dex, +1 size&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=quarterstaff +0 (1d4-2, 20/x2 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day Elemental ray, acid splash, daze (DC 10), flare (DC 10), penumbra, ray of frost, grease (DC 11), enlarge person, acid hands (DC 11) &lt;br /&gt;
|cmb=-2&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+2&lt;br /&gt;
|skills=Acrobatics -1, Climb -5, Survival +2, Stealth +7,&lt;br /&gt;
|feats=Point-blank shot, Precise shot&lt;br /&gt;
|treasure=quarterstaff, 2 potions of CLW&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Notes ===&lt;br /&gt;
&lt;br /&gt;
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)&lt;br /&gt;
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC&lt;br /&gt;
* Miners - Light pick +2 (1d3 / x4)&lt;br /&gt;
* Others - Shortsword +2 (1d4 / 19-20)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Gaies Mushrooms ===&lt;br /&gt;
&lt;br /&gt;
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per &#039;&#039;goodberry&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250035</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250035"/>
		<updated>2013-10-06T19:19:15Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Satori */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 7500 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 192 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 575 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +1 guild, +2 specialists&lt;br /&gt;
&lt;br /&gt;
Month of Thaeyl: -1 for poor rolls&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 52000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 2 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 1050 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 3150 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +2 specialists&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 44000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 867 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2600 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +2 appropriate skill (Knowledge (engineering), Profession (engineer)), +2 specialists&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Stoneday of Enaylak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Found temple || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Arrived back in town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Back at temple || || || || Back at town ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Enaylak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Took ship back to Wizard tower || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Arrived || Researching devils || Headed back to town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Arrived || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Thaeyl&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=250034</id>
		<title>Yunauth:Accounts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=250034"/>
		<updated>2013-10-06T19:17:20Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
The King&#039;s accountant is keeping a ledger of what money was given and where it&#039;s being spent.&lt;br /&gt;
&lt;br /&gt;
So far:&lt;br /&gt;
* The king initially gave each of you 50k to improve the town and another 50k for whatever (presumably a place to live).&lt;br /&gt;
&lt;br /&gt;
== Satori ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || || 13k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || || 1k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || || 47k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.134k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jack ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Mine || || 40k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.582k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.243k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || || 12.297k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Enaylak || align=&amp;quot;left&amp;quot; | Profit from Mine || 3.465k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scram ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Weapon&#039;s Lab || || 40k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 2.237k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 1.811k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || || 4.157k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Enaylak || align=&amp;quot;left&amp;quot; | Profit from Mine || || 3.465k &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Locally ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || 6k ||&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || 1k || &lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || 47k ||&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Mine || 40k ||&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Weapon&#039;s Lab || 40k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || 0.4k || &lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || 12.297k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || 4.157k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Abroad ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || 13k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Business Profits ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.582k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 2.237k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.243k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 1.811k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Enaylak || align=&amp;quot;left&amp;quot; | Profit from Mine || || 3.465k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Enaylak || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 2.210k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || 6k ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250033</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250033"/>
		<updated>2013-10-06T19:15:10Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Businesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 7500 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 192 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 575 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +1 guild, +2 specialists&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 52000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 2 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 1050 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 3150 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +2 specialists&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 44000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 867 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2600 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +2 appropriate skill (Knowledge (engineering), Profession (engineer)), +2 specialists&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Stoneday of Enaylak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Found temple || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Arrived back in town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Back at temple || || || || Back at town ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Enaylak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Took ship back to Wizard tower || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Arrived || Researching devils || Headed back to town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Arrived || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Thaeyl&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250032</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250032"/>
		<updated>2013-10-06T19:11:37Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Jack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 7500 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 192 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 575 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +1 guild, +2 specialists&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 52000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 2 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 1050 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 3150 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +2 specialists&lt;br /&gt;
&lt;br /&gt;
Month of Enaylak: -2 for poor profit&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 44000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 867 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2600 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +2 appropriate skill (Knowledge (engineering), Profession (engineer)), +2 specialists&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Stoneday of Enaylak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Found temple || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Arrived back in town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Back at temple || || || || Back at town ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Enaylak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Took ship back to Wizard tower || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Arrived || Researching devils || Headed back to town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Arrived || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Thaeyl&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250031</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250031"/>
		<updated>2013-10-06T19:10:47Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 7500 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 192 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 575 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +1 guild, +2 specialists&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 52000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 2 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 1050 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 3150 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +2 specialists&lt;br /&gt;
&lt;br /&gt;
Month of Enaylak: -2 for poor profit&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 44000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 867 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2600 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +2 appropriate skill (Knowledge (engineering), Profession (engineer)), +2 specialists&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Stoneday of Enaylak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Found temple || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Arrived back in town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Back at temple || || || || Back at town ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Enaylak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Took ship back to Wizard tower || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Arrived || Researching devils || Headed back to town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Arrived || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Thaeyl&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250030</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=250030"/>
		<updated>2013-10-06T18:52:29Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 7500 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 192 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 575 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +1 guild, +2 specialists&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 52000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 2 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 1050 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 3150 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +2 specialists&lt;br /&gt;
&lt;br /&gt;
Month of Enaylak: -2 for poor profit&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 44000 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 867 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2600 gp (kingdom funds)&lt;br /&gt;
&lt;br /&gt;
Bonuses: +2 appropriate skill (Knowledge (engineering), Profession (engineer)), +2 specialists&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Stoneday of Enaylak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Found temple || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Arrived back in town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Back at temple || || || || Back at town ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Enaylak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Took ship back to Wizard tower || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Arrived || Researching devils || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Thaeyl&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=249240</id>
		<title>Yunauth:Accounts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=249240"/>
		<updated>2013-09-22T20:07:24Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
The King&#039;s accountant is keeping a ledger of what money was given and where it&#039;s being spent.&lt;br /&gt;
&lt;br /&gt;
So far:&lt;br /&gt;
* The king initially gave each of you 50k to improve the town and another 50k for whatever (presumably a place to live).&lt;br /&gt;
&lt;br /&gt;
== Satori ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || || 13k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || || 1k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || || 47k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.134k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jack ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Mine || || 40k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.582k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.243k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || || 12.297k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scram ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Weapon&#039;s Lab || || 40k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 2.237k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 1.811k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || || 4.157k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Locally ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || 6k ||&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || 1k || &lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || 47k ||&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Mine || 40k ||&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Build Weapon&#039;s Lab || 40k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || 0.4k || &lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || 12.297k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Reinvesting || 4.157k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Abroad ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || 13k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Business Profits ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.582k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 2.237k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.243k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 1.811k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || 6k ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=249239</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=249239"/>
		<updated>2013-09-22T20:06:37Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Businesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 7500 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 192 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 575 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +1 guild, +2 specialists&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 52000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 2 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 1050 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 3150 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +1 appropriate skill, +2 specialists&lt;br /&gt;
&lt;br /&gt;
Month of Enaylak: -2 for poor profit&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 44000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 3 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 867 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2600 gp&lt;br /&gt;
&lt;br /&gt;
Bonuses: +2 appropriate skill, +2 specialists&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 1st Moonday of Sheto&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Found temple || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Arrived back in town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Back at temple || || || || Back at town ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Enaylak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=249238</id>
		<title>Yunauth:Accounts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=249238"/>
		<updated>2013-09-22T19:50:32Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
The King&#039;s accountant is keeping a ledger of what money was given and where it&#039;s being spent.&lt;br /&gt;
&lt;br /&gt;
So far:&lt;br /&gt;
* The king initially gave each of you 50k to improve the town and another 50k for whatever (presumably a place to live).&lt;br /&gt;
&lt;br /&gt;
== Satori ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || || 13k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || || 1k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || || 47k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.134k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jack ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.582k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.243k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scram ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 2.237k ||&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 1.811k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Locally ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || 6k ||&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || 1k || &lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || 47k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || 0.4k || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Abroad ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || 13k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Business Profits ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.582k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 2.237k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.243k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Sheto || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 1.811k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || 6k ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=249237</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=249237"/>
		<updated>2013-09-22T19:35:30Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 6000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 129 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 387 gp&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 753 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2260 gp&lt;br /&gt;
&lt;br /&gt;
Month of Sheto: -1 for poor profit&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 710 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2130 gp&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 1st Moonday of Sheto&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || Found temple || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Arrived back in town || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Back at temple || || || || Back at town ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Enaylak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || || &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=248093</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=248093"/>
		<updated>2013-09-07T09:53:51Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Trial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In the Temple ==&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Deity !! Like !! Dislike&lt;br /&gt;
|-&lt;br /&gt;
| Isanar || Wedding Ribbon || &lt;br /&gt;
|-&lt;br /&gt;
| Oretan || Feather || Bird&lt;br /&gt;
|-&lt;br /&gt;
| Shind || || &lt;br /&gt;
|-&lt;br /&gt;
| Oroanneno || || &lt;br /&gt;
|-&lt;br /&gt;
| Erouralra || Fish || Sapling&lt;br /&gt;
|-&lt;br /&gt;
| Aeraexri || ||&lt;br /&gt;
|-&lt;br /&gt;
| Jokr || Booze ||&lt;br /&gt;
|-&lt;br /&gt;
| Rak || ||&lt;br /&gt;
|-&lt;br /&gt;
| Ideth || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sheto || ||&lt;br /&gt;
|-&lt;br /&gt;
| Enaylak || ||&lt;br /&gt;
|-&lt;br /&gt;
| Thaeyl || ||&lt;br /&gt;
|-&lt;br /&gt;
| Adi&#039;a || ||&lt;br /&gt;
|-&lt;br /&gt;
| Tullax || Handcuffs || Bones&lt;br /&gt;
|-&lt;br /&gt;
| No One || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artifacts ===&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
&lt;br /&gt;
==== Minarcil - Snowy Forest ====&lt;br /&gt;
&lt;br /&gt;
15% chance per day&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! d100 !! Encounter !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 01-08 || 1 Dire Rat || 135&lt;br /&gt;
|-&lt;br /&gt;
| 09-15 || 1 Flash Beetle (variant fire beetle) || 200&lt;br /&gt;
|-&lt;br /&gt;
| 16-19 || 2 Human Skeletons || 270&lt;br /&gt;
|-&lt;br /&gt;
| 20-27 || 1 Giant Amoeba || 400&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 || 3 Human Skeletons || 405&lt;br /&gt;
|-&lt;br /&gt;
| 33-40 || 1 Bombardier Beetle (variant giant beetle) || 600&lt;br /&gt;
|-&lt;br /&gt;
| 41-48 || 1 Bat Swarm || 600&lt;br /&gt;
|-&lt;br /&gt;
| 49-55 || 1 Dire Bat || 600&lt;br /&gt;
|-&lt;br /&gt;
| 56-59 || 1 Ice Mephit || 800&lt;br /&gt;
|-&lt;br /&gt;
| 60-66 || 1 Frost Scorpion (Giant Scorpion, trade climb for stealth in snow, Str dmg for Con dmg) || 800&lt;br /&gt;
|-&lt;br /&gt;
| 67-73 || 2 Wolves || 800&lt;br /&gt;
|-&lt;br /&gt;
| 74-80 || 1 Ankheg || 800&lt;br /&gt;
|-&lt;br /&gt;
| 81-87 || 2 Giant Ants (1 worker, 1 soldier) || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 88-92 || 3 Wolves || 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 93-97 || 1 Brown Bear || 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 98-00 || 1 Creeper || 1,200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Scenery ===&lt;br /&gt;
&lt;br /&gt;
==== Snowy Forest ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d20 !! Perception !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || Left over pit trap. Perception DC 20. DC 20 Reflex to avoid 2d6 falling damage.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || Berries. Survival DC 15 to see that they are edible.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || Berries. Survival DC 15 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || Mushrooms. Survival DC 20 to see that they are edible.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 || Mushrooms. Survival DC 20 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10 || Flowers. Knowledge (Nature) DC 20 to see that they are valuable. 60x1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 10 || Flowers. Knowledge (Nature), but there&#039;s nothing special about them.&lt;br /&gt;
|- &lt;br /&gt;
| 9 || 20 || An ancient stone cairn. Roll below if dug up.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15 || An overgrown path. Roll to see which direction it leads.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 15 || Tiny snowmen.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || - || A hot spring. Roll again for encounter.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || - || A clearing.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 15 || Huge animal bones.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 15 || A leftover temporary shelter.&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 20 || An old camp site.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 5 || A small band of nomads.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5 || A small fresh water spring.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 10 || A shallow cave. Roll below.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 10 || A deep cave. Roll below and reroll encounter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d100 !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 01-05 || Nothing&lt;br /&gt;
|-&lt;br /&gt;
| 06-13 || Bones&lt;br /&gt;
|-&lt;br /&gt;
| 14-25 || Vermin&lt;br /&gt;
|-&lt;br /&gt;
| 26-40 || Coins. 100 x 1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 41-70 || A gem. 50 x 4d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 71-90 || An old masterwork weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 91-00 || A minor magic item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
Note: 700 XP each&lt;br /&gt;
&lt;br /&gt;
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
To collect meat, the party will have to organize a hunt. There&#039;s 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person&#039;s worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There&#039;s a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an argument over which drinks to serve at the drinking contest. There&#039;s a short beer that most people don&#039;t think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
Last year, some wizard used &#039;&#039;obscuring mist&#039;&#039; in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Two size categories (two prizes). Pies served in rounds.&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Personal, non-magic weapons. Longbow provided. No guns.&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Note: Using slingshots.&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB&lt;br /&gt;
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Fortified ale (DC 14)&lt;br /&gt;
&lt;br /&gt;
Take as many drinks as you can until you give, pass out or puke.&lt;br /&gt;
&lt;br /&gt;
You can drink 1 + CON MOD drinks with no effect. After that, it&#039;s a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you&#039;re forcibly woken before then, you&#039;re sickened for 1 hour per drink over the limit.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* CON +3, Fort +6&lt;br /&gt;
* CON +2, Fort +4&lt;br /&gt;
* CON +2, Fort +3&lt;br /&gt;
* CON +0, Fort +1&lt;br /&gt;
* CON -1, Fort -1&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A stein that can cast &#039;&#039;purify food and water&#039;&#039; up to twice per day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Sneaking Contest ===&lt;br /&gt;
&lt;br /&gt;
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.&lt;br /&gt;
&lt;br /&gt;
All the watchers have +5 Perception.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Goblin Fighter, Stealth +9&lt;br /&gt;
* Human Rogue, Stealth +6&lt;br /&gt;
* Elf Ranger, Stealth +5&lt;br /&gt;
* Halfling Commoner, Stealth +3&lt;br /&gt;
* Dwarf Wizard, Stealth +0 (knows &#039;&#039;obscuring mist&#039;&#039; and &#039;&#039;reduce person&#039;&#039; [+5])&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A cloak that gives +2 stealth, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Contest ===&lt;br /&gt;
&lt;br /&gt;
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren&#039;t easily fooled.&lt;br /&gt;
&lt;br /&gt;
1 point for beating the DC, +1 for each 5 points over.&lt;br /&gt;
&lt;br /&gt;
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)&lt;br /&gt;
* Water Naga Painting (Dungeoneering DC 17)&lt;br /&gt;
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)&lt;br /&gt;
* Tengu Painting (Local DC 10, can be made untrained)&lt;br /&gt;
* Salt Mephit Statue (Planes DC 13)&lt;br /&gt;
&lt;br /&gt;
To bluff, you must first pass the base DC on the original check (to at least know the creature&#039;s name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don&#039;t get the extra points and you get -1 point.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Human Bard, +7 Nature, +4 others&lt;br /&gt;
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int&lt;br /&gt;
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int&lt;br /&gt;
* Half-Orc Fighter, +4 Dungeoneering, +0 Int&lt;br /&gt;
* Human Commoner, +1 Local, -1 Int&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A magnifying glass that casts &#039;&#039;identify&#039;&#039; (CL 1) once per day, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Greased Pig Contest ===&lt;br /&gt;
&lt;br /&gt;
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.&lt;br /&gt;
&lt;br /&gt;
Harming the pig is forbidden, as is effecting it magically.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC&lt;br /&gt;
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC&lt;br /&gt;
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows &#039;&#039;enlarge person&#039;&#039; +1 CMB, 12 CMD, 15 AC)&lt;br /&gt;
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC&lt;br /&gt;
* Human Commoner, +2 CMB, 14 CMD, 14 AC&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
The three pigs. There are people that will buy them for 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Young Gelationous Cube ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Young Gelatinous Cube&lt;br /&gt;
|appearance=It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Ooze&lt;br /&gt;
|senses=Blindsight 60 ft.&lt;br /&gt;
|move-speeds=15 ft.&lt;br /&gt;
|hd=4d8+24&lt;br /&gt;
|hp=42&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+7&lt;br /&gt;
|ref=-2&lt;br /&gt;
|will=-4&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=5&lt;br /&gt;
|con=22&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=1&lt;br /&gt;
|cha=1&lt;br /&gt;
|init=-3&lt;br /&gt;
|ac=7&lt;br /&gt;
|touch-ac=7&lt;br /&gt;
|flatfooted-ac=7&lt;br /&gt;
|ac-breakdown=-3 dex&lt;br /&gt;
|def-abilities=transparent&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity, ooze traits&lt;br /&gt;
|melee-list=slam +1 (1d4-2 bashing plus 1d4 acid)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=engulf, paralysis&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=-5&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=&lt;br /&gt;
|treasure=Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Acid (Ex)&#039;&#039;&#039; - A gelatinous cube&#039;s acid does not harm metal or stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engulf (Ex)&#039;&#039;&#039; - Although it moves slowly, a gelatinous cube can simply engulf Medium or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 10 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent&#039;s choice) as the cube moves forward. Engulfed creatures are subject to the cube&#039;s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralysis (Ex)&#039;&#039;&#039; - A gelatinous cube secretes an anesthetizing slime. A target hit by a cube&#039;s melee or engulf attack must succeed on a DC 18 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transparent (Ex)&#039;&#039;&#039; - Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Assassin - Spleenstabber ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Spleenstabber, goblin ninja 5&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=35 ft.&lt;br /&gt;
|hd=5d8+0&lt;br /&gt;
|hp=23&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+1&lt;br /&gt;
|ref=+9&lt;br /&gt;
|will=+2&lt;br /&gt;
|str=10&lt;br /&gt;
|dex=20&lt;br /&gt;
|con=10&lt;br /&gt;
|int=11&lt;br /&gt;
|wis=13&lt;br /&gt;
|cha=10&lt;br /&gt;
|init=+5&lt;br /&gt;
|ac=18&lt;br /&gt;
|touch-ac=16&lt;br /&gt;
|flatfooted-ac=13&lt;br /&gt;
|ac-breakdown=+5 dex, +2 armor, +1 size&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW rapier +11 (1d4-2/18 + 3d6 sneak attack)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=17&lt;br /&gt;
|perception=+9&lt;br /&gt;
|skills=Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10&lt;br /&gt;
|feats=Fleet, Weapon Finesse, Weapon Focus (rapier)&lt;br /&gt;
|treasure=MW rapier, MW leather, 1 use Dimension Door smoke bomb&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=Fast Stealth, Vanishing Trick, Ki 2 pts&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=25&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+2 (+3 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+3 (+4 grapple)&lt;br /&gt;
|cmd=17 (18 to break a grapple)&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still&lt;br /&gt;
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Notes ===&lt;br /&gt;
&lt;br /&gt;
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)&lt;br /&gt;
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC&lt;br /&gt;
* Miners - Light pick +2 (1d3 / x4)&lt;br /&gt;
* Others - Shortsword +2 (1d4 / 19-20)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Gaies Mushrooms ===&lt;br /&gt;
&lt;br /&gt;
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per &#039;&#039;goodberry&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=247949</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=247949"/>
		<updated>2013-09-04T01:05:49Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== In the Temple ==&lt;br /&gt;
&lt;br /&gt;
=== Trial ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! Deity !! Like !! Dislike&lt;br /&gt;
|-&lt;br /&gt;
| Isanar || Wedding Ribbon || &lt;br /&gt;
|-&lt;br /&gt;
| Oretan || ||&lt;br /&gt;
|-&lt;br /&gt;
| Shind || || &lt;br /&gt;
|-&lt;br /&gt;
| Oroanneno || || &lt;br /&gt;
|-&lt;br /&gt;
| Erouralra || ||&lt;br /&gt;
|-&lt;br /&gt;
| Aeraexri || ||&lt;br /&gt;
|-&lt;br /&gt;
| Jokr || ||&lt;br /&gt;
|-&lt;br /&gt;
| Rak || ||&lt;br /&gt;
|-&lt;br /&gt;
| Ideth || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sheto || ||&lt;br /&gt;
|-&lt;br /&gt;
| Enaylak || ||&lt;br /&gt;
|-&lt;br /&gt;
| Thaeyl || ||&lt;br /&gt;
|-&lt;br /&gt;
| Adi&#039;a || ||&lt;br /&gt;
|-&lt;br /&gt;
| Tullax || Handcuffs || Bones&lt;br /&gt;
|-&lt;br /&gt;
| No One || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Artifacts ===&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
&lt;br /&gt;
=== Random Encounters ===&lt;br /&gt;
&lt;br /&gt;
==== Minarcil - Snowy Forest ====&lt;br /&gt;
&lt;br /&gt;
15% chance per day&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! d100 !! Encounter !! XP&lt;br /&gt;
|-&lt;br /&gt;
| 01-08 || 1 Dire Rat || 135&lt;br /&gt;
|-&lt;br /&gt;
| 09-15 || 1 Flash Beetle (variant fire beetle) || 200&lt;br /&gt;
|-&lt;br /&gt;
| 16-19 || 2 Human Skeletons || 270&lt;br /&gt;
|-&lt;br /&gt;
| 20-27 || 1 Giant Amoeba || 400&lt;br /&gt;
|-&lt;br /&gt;
| 28-32 || 3 Human Skeletons || 405&lt;br /&gt;
|-&lt;br /&gt;
| 33-40 || 1 Bombardier Beetle (variant giant beetle) || 600&lt;br /&gt;
|-&lt;br /&gt;
| 41-48 || 1 Bat Swarm || 600&lt;br /&gt;
|-&lt;br /&gt;
| 49-55 || 1 Dire Bat || 600&lt;br /&gt;
|-&lt;br /&gt;
| 56-59 || 1 Ice Mephit || 800&lt;br /&gt;
|-&lt;br /&gt;
| 60-66 || 1 Frost Scorpion (Giant Scorpion, trade climb for stealth in snow, Str dmg for Con dmg) || 800&lt;br /&gt;
|-&lt;br /&gt;
| 67-73 || 2 Wolves || 800&lt;br /&gt;
|-&lt;br /&gt;
| 74-80 || 1 Ankheg || 800&lt;br /&gt;
|-&lt;br /&gt;
| 81-87 || 2 Giant Ants (1 worker, 1 soldier) || 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 88-92 || 3 Wolves || 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 93-97 || 1 Brown Bear || 1,200&lt;br /&gt;
|-&lt;br /&gt;
| 98-00 || 1 Creeper || 1,200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Scenery ===&lt;br /&gt;
&lt;br /&gt;
==== Snowy Forest ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d20 !! Perception !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || Poison ivy. Survival or Knowledge (Nature) DC 15. Onset 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || Left over pit trap. Perception DC 20. DC 20 Reflex to avoid 2d6 falling damage.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10 || Berries. Survival DC 15 to see that they are edible.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || Berries. Survival DC 15 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 10 || Mushrooms. Survival DC 20 to see that they are edible.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 10 || Mushrooms. Survival DC 20 to see that they are poisonous.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 10 || Flowers. Knowledge (Nature) DC 20 to see that they are valuable. 60x1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 10 || Flowers. Knowledge (Nature), but there&#039;s nothing special about them.&lt;br /&gt;
|- &lt;br /&gt;
| 9 || 20 || An ancient stone cairn. Roll below if dug up.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 15 || An overgrown path. Roll to see which direction it leads.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 15 || Tiny snowmen.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || - || A hot spring. Roll again for encounter.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || - || A clearing.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 15 || Huge animal bones.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 15 || A leftover temporary shelter.&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 20 || An old camp site.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 5 || A small band of nomads.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 5 || A small fresh water spring.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 10 || A shallow cave. Roll below.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 10 || A deep cave. Roll below and reroll encounter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left; margin:1em&amp;quot;&lt;br /&gt;
! d100 !! Description &lt;br /&gt;
|-&lt;br /&gt;
| 01-05 || Nothing&lt;br /&gt;
|-&lt;br /&gt;
| 06-13 || Bones&lt;br /&gt;
|-&lt;br /&gt;
| 14-25 || Vermin&lt;br /&gt;
|-&lt;br /&gt;
| 26-40 || Coins. 100 x 1d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 41-70 || A gem. 50 x 4d6 gp worth.&lt;br /&gt;
|-&lt;br /&gt;
| 71-90 || An old masterwork weapon.&lt;br /&gt;
|-&lt;br /&gt;
| 91-00 || A minor magic item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
Note: 700 XP each&lt;br /&gt;
&lt;br /&gt;
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
To collect meat, the party will have to organize a hunt. There&#039;s 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person&#039;s worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There&#039;s a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an argument over which drinks to serve at the drinking contest. There&#039;s a short beer that most people don&#039;t think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
Last year, some wizard used &#039;&#039;obscuring mist&#039;&#039; in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Two size categories (two prizes). Pies served in rounds.&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Personal, non-magic weapons. Longbow provided. No guns.&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Note: Using slingshots.&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB&lt;br /&gt;
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Fortified ale (DC 14)&lt;br /&gt;
&lt;br /&gt;
Take as many drinks as you can until you give, pass out or puke.&lt;br /&gt;
&lt;br /&gt;
You can drink 1 + CON MOD drinks with no effect. After that, it&#039;s a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you&#039;re forcibly woken before then, you&#039;re sickened for 1 hour per drink over the limit.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* CON +3, Fort +6&lt;br /&gt;
* CON +2, Fort +4&lt;br /&gt;
* CON +2, Fort +3&lt;br /&gt;
* CON +0, Fort +1&lt;br /&gt;
* CON -1, Fort -1&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A stein that can cast &#039;&#039;purify food and water&#039;&#039; up to twice per day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Sneaking Contest ===&lt;br /&gt;
&lt;br /&gt;
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.&lt;br /&gt;
&lt;br /&gt;
All the watchers have +5 Perception.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Goblin Fighter, Stealth +9&lt;br /&gt;
* Human Rogue, Stealth +6&lt;br /&gt;
* Elf Ranger, Stealth +5&lt;br /&gt;
* Halfling Commoner, Stealth +3&lt;br /&gt;
* Dwarf Wizard, Stealth +0 (knows &#039;&#039;obscuring mist&#039;&#039; and &#039;&#039;reduce person&#039;&#039; [+5])&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A cloak that gives +2 stealth, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Contest ===&lt;br /&gt;
&lt;br /&gt;
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren&#039;t easily fooled.&lt;br /&gt;
&lt;br /&gt;
1 point for beating the DC, +1 for each 5 points over.&lt;br /&gt;
&lt;br /&gt;
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)&lt;br /&gt;
* Water Naga Painting (Dungeoneering DC 17)&lt;br /&gt;
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)&lt;br /&gt;
* Tengu Painting (Local DC 10, can be made untrained)&lt;br /&gt;
* Salt Mephit Statue (Planes DC 13)&lt;br /&gt;
&lt;br /&gt;
To bluff, you must first pass the base DC on the original check (to at least know the creature&#039;s name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don&#039;t get the extra points and you get -1 point.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Human Bard, +7 Nature, +4 others&lt;br /&gt;
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int&lt;br /&gt;
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int&lt;br /&gt;
* Half-Orc Fighter, +4 Dungeoneering, +0 Int&lt;br /&gt;
* Human Commoner, +1 Local, -1 Int&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A magnifying glass that casts &#039;&#039;identify&#039;&#039; (CL 1) once per day, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Greased Pig Contest ===&lt;br /&gt;
&lt;br /&gt;
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.&lt;br /&gt;
&lt;br /&gt;
Harming the pig is forbidden, as is effecting it magically.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC&lt;br /&gt;
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC&lt;br /&gt;
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows &#039;&#039;enlarge person&#039;&#039; +1 CMB, 12 CMD, 15 AC)&lt;br /&gt;
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC&lt;br /&gt;
* Human Commoner, +2 CMB, 14 CMD, 14 AC&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
The three pigs. There are people that will buy them for 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Young Gelationous Cube ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Young Gelatinous Cube&lt;br /&gt;
|appearance=It looks like a cube of clear gelatin 5 foot to a side, but you can see some debris floating inside.&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Ooze&lt;br /&gt;
|senses=Blindsight 60 ft.&lt;br /&gt;
|move-speeds=15 ft.&lt;br /&gt;
|hd=4d8+24&lt;br /&gt;
|hp=42&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+7&lt;br /&gt;
|ref=-2&lt;br /&gt;
|will=-4&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=5&lt;br /&gt;
|con=22&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=1&lt;br /&gt;
|cha=1&lt;br /&gt;
|init=-3&lt;br /&gt;
|ac=7&lt;br /&gt;
|touch-ac=7&lt;br /&gt;
|flatfooted-ac=7&lt;br /&gt;
|ac-breakdown=-3 dex&lt;br /&gt;
|def-abilities=transparent&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity, ooze traits&lt;br /&gt;
|melee-list=slam +1 (1d4-2 bashing plus 1d4 acid)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=engulf, paralysis&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=-5&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=&lt;br /&gt;
|treasure=Various coins and gems worth 550 gp (the second one also has a +1 light steel shield)&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Acid (Ex)&#039;&#039;&#039; - A gelatinous cube&#039;s acid does not harm metal or stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engulf (Ex)&#039;&#039;&#039; - Although it moves slowly, a gelatinous cube can simply engulf Medium or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 10 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent&#039;s choice) as the cube moves forward. Engulfed creatures are subject to the cube&#039;s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralysis (Ex)&#039;&#039;&#039; - A gelatinous cube secretes an anesthetizing slime. A target hit by a cube&#039;s melee or engulf attack must succeed on a DC 18 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transparent (Ex)&#039;&#039;&#039; - Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Assassin - Spleenstabber ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Spleenstabber, goblin ninja 5&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=35 ft.&lt;br /&gt;
|hd=5d8+0&lt;br /&gt;
|hp=23&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+1&lt;br /&gt;
|ref=+9&lt;br /&gt;
|will=+2&lt;br /&gt;
|str=10&lt;br /&gt;
|dex=20&lt;br /&gt;
|con=10&lt;br /&gt;
|int=11&lt;br /&gt;
|wis=13&lt;br /&gt;
|cha=10&lt;br /&gt;
|init=+5&lt;br /&gt;
|ac=18&lt;br /&gt;
|touch-ac=16&lt;br /&gt;
|flatfooted-ac=13&lt;br /&gt;
|ac-breakdown=+5 dex, +2 armor, +1 size&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW rapier +11 (1d4-2/18 + 3d6 sneak attack)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=17&lt;br /&gt;
|perception=+9&lt;br /&gt;
|skills=Acrobatics +13, Bluff +8, Climb +8, Disable Device +13, Disguise +8, Escape Artist +13, Perception +9, Stealth +17, Use Magic Device +10&lt;br /&gt;
|feats=Fleet, Weapon Finesse, Weapon Focus (rapier)&lt;br /&gt;
|treasure=MW rapier, MW leather, 1 use Dimension Door smoke bomb&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=Fast Stealth, Vanishing Trick, Ki 2 pts&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=25&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+2 (+3 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+3 (+4 grapple)&lt;br /&gt;
|cmd=17 (18 to break a grapple)&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still&lt;br /&gt;
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Notes ===&lt;br /&gt;
&lt;br /&gt;
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)&lt;br /&gt;
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC&lt;br /&gt;
* Miners - Light pick +2 (1d3 / x4)&lt;br /&gt;
* Others - Shortsword +2 (1d4 / 19-20)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Gaies Mushrooms ===&lt;br /&gt;
&lt;br /&gt;
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per &#039;&#039;goodberry&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=247724</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=247724"/>
		<updated>2013-08-25T19:17:24Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* None for now&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Look for the Economicon for more details.&lt;br /&gt;
&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 5% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
=== Profit Checks ===&lt;br /&gt;
At the end of each month you must make a profit check. This is an ability check, DC 20, against your highest mental ability. You make the base profit, plus or minus 5% for each point above or below a 20 on your roll. (So: [base profit]*[your roll]/20.)&lt;br /&gt;
&lt;br /&gt;
Profit check modifiers:&lt;br /&gt;
* Owner has appropriate Profession Skill +1&lt;br /&gt;
* Owner has two or more appropriate Profession skills +2&lt;br /&gt;
* Owner is a member of an associated guild +1&lt;br /&gt;
* Owner spends less than an average of 8 hours per week assisting business operations -8&lt;br /&gt;
* Owner spends more than an average of 40 hours per week assisting business +1&lt;br /&gt;
* Business is considered a Monopoly +10&lt;br /&gt;
* Business owner is an oligarch/tycoon/mogul in that area of business +4&lt;br /&gt;
* A Business Partner aids during the term +2&lt;br /&gt;
* Specialists are on staff +2&lt;br /&gt;
* Previous Profit Checks &amp;quot;Failed&amp;quot; -1 per consecutive check below 15.&lt;br /&gt;
&lt;br /&gt;
=== Customers ===&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
* 20-80 – 4 GP/month&lt;br /&gt;
* 81-400 – 10 GP per Month&lt;br /&gt;
* 401-900 – 20 GP per Month&lt;br /&gt;
* 901-2000 – 80 GP per Month&lt;br /&gt;
* 2001-5000 – 300 GP per Month&lt;br /&gt;
* 5001-12,000 – 1,500 GP per Month&lt;br /&gt;
* 12,001-25,000 – 4,000 GP per Month&lt;br /&gt;
* 25,001-100,000 – 10,000 GP per Month&lt;br /&gt;
* 100,001+ - 60,000 GP per Month&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 6000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 129 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 387 gp&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 753 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2260 gp&lt;br /&gt;
&lt;br /&gt;
Month of Sheto: -1 for poor profit&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 710 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2130 gp&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 1st Moonday of Sheto&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || Dreamt of fireflies&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || Left on expedition || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Sheto&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Arrived back in town || || Leave for second expedition || || &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=247723</id>
		<title>Yunauth:Accounts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=247723"/>
		<updated>2013-08-25T19:05:18Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
The King&#039;s accountant is keeping a ledger of what money was given and where it&#039;s being spent.&lt;br /&gt;
&lt;br /&gt;
So far:&lt;br /&gt;
* The king initially gave each of you 50k to improve the town and another 50k for whatever (presumably a place to live).&lt;br /&gt;
&lt;br /&gt;
== Satori ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || || 13k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || || 1k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || || 47k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.134k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jack ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.582k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scram ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 2.237k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Locally ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || 6k ||&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || 1k || &lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || 47k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || 0.4k || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Abroad ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || 13k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Business Profits ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.582k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 2.237k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || 6k ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=247722</id>
		<title>Yunauth:Accounts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=247722"/>
		<updated>2013-08-25T19:04:52Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
The King&#039;s accountant is keeping a ledger of what money was given and where it&#039;s being spent.&lt;br /&gt;
&lt;br /&gt;
So far:&lt;br /&gt;
* The king initially gave each of you 50k to improve the town and another 50k for whatever (presumably a place to live).&lt;br /&gt;
&lt;br /&gt;
== Satori ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || || 13k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || || 1k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || || 47k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.134k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jack ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || 1.582k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scram ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || 2.2365k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Locally ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || 6k ||&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || 1k || &lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || 47k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || 0.4k || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Abroad ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || 13k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Business Profits ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Mine || || 1.582k&lt;br /&gt;
|-&lt;br /&gt;
| 4th Waterday, Ideth || align=&amp;quot;left&amp;quot; | Profit from Weapons Lab || || 2.2365k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || 6k ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246378</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246378"/>
		<updated>2013-07-22T00:45:46Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* 4959 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* 1 giant spider = 400 XP&lt;br /&gt;
* 4 giant ants = 2400 XP&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 6000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 129 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 387 gp&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 753 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2260 gp&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 710 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2130 gp&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Sunday of Rak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || || 6000 gp reported missing from King&#039;s treasury&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246377</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246377"/>
		<updated>2013-07-22T00:42:43Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
* 1 giant spider = 400 XP&lt;br /&gt;
* 4 giant ants = 2400 XP&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 6000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 129 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 387 gp&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 753 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2260 gp&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 710 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2130 gp&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Sunday of Rak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246376</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246376"/>
		<updated>2013-07-22T00:42:20Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Owed XP ==&lt;br /&gt;
&lt;br /&gt;
1 giant spider = 400 XP&lt;br /&gt;
4 giant ants = 2400 XP&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 6000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 3 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 129 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 387 gp&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 1 month&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 753 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2260 gp&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
Risk: CR 1 / 2 months&lt;br /&gt;
&lt;br /&gt;
Monthly Cost: 710 gp&lt;br /&gt;
&lt;br /&gt;
Monthly Profit: 2130 gp&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Sunday of Rak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246375</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246375"/>
		<updated>2013-07-22T00:30:22Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Businesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Investments: 6000 gp&lt;br /&gt;
Risk: CR 1 / 3 months&lt;br /&gt;
&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise every 3 months on average.&lt;br /&gt;
&lt;br /&gt;
=== Jack ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
=== Scram ===&lt;br /&gt;
Investments: 40000 gp&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Sunday of Rak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246374</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246374"/>
		<updated>2013-07-21T20:14:36Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise every 3 months on average.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 3rd Sunday of Rak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| Sent back to castle || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246074</id>
		<title>Yunauth:Guards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246074"/>
		<updated>2013-07-14T19:24:12Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Recruits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Human Recruit, Fighter 2&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LG&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Humanoid (Human)&lt;br /&gt;
|senses=&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=2d10+6&lt;br /&gt;
|hp=17&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+6&lt;br /&gt;
|ref=+1&lt;br /&gt;
|will=+1 (+2 vs fear)&lt;br /&gt;
|str=15&lt;br /&gt;
|dex=13&lt;br /&gt;
|con=16&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+1&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=12&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+1 dex, +1 dodge, +6 chainmail, +2 heavy steel shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +5 (1d8+2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+4&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Climb +6, Profession (Soldier) +5, Survival +5, Swim +6&lt;br /&gt;
|feats=Weapon Focus (Longsword), Dodge, Power Attack&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246073</id>
		<title>Yunauth:Guards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246073"/>
		<updated>2013-07-14T19:23:46Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Human Recruit&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LG&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Humanoid (Human)&lt;br /&gt;
|senses=&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=2d10+6&lt;br /&gt;
|hp=17&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+6&lt;br /&gt;
|ref=+1&lt;br /&gt;
|will=+1 (+2 vs fear)&lt;br /&gt;
|str=15&lt;br /&gt;
|dex=13&lt;br /&gt;
|con=16&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+1&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=12&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+1 dex, +1 dodge, +6 chainmail, +2 heavy steel shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +5 (1d8+2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+4&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Climb +6, Profession (Soldier) +5, Survival +5, Swim +6&lt;br /&gt;
|feats=Weapon Focus (Longsword), Dodge, Power Attack&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246072</id>
		<title>Yunauth:Guards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246072"/>
		<updated>2013-07-14T19:23:11Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Creeper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Human Recruit&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LG&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Humanoid (Human)&lt;br /&gt;
|senses=&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=2d10+6&lt;br /&gt;
|hp=17&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+6&lt;br /&gt;
|ref=+1&lt;br /&gt;
|will=+1 (+2 vs fear)&lt;br /&gt;
|str=15&lt;br /&gt;
|dex=13&lt;br /&gt;
|con=16&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+1&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=12&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+1 dex, +1 dodge, +6 chainmail, +2 heavy steel shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +5 (1d8+2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+4&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Climb +6, Profession (Soldier) +5, Survival +5, Swim +6&lt;br /&gt;
|feats=Weapon Focus (Longsword), Dodge, Power Attack&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246071</id>
		<title>Yunauth:Guards</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Guards&amp;diff=246071"/>
		<updated>2013-07-14T19:22:53Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: Created page with &amp;quot;&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt; === Creeper === {{PathfinderMonster |name=Human Recruit |appearance= |cr=1 |xp=400 |alignment=LG |size=Medium |ty...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Human Recruit&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LG&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Humanoid (Human)&lt;br /&gt;
|senses=&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=2d10+6&lt;br /&gt;
|hp=17&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+6&lt;br /&gt;
|ref=+1&lt;br /&gt;
|will=+1 (+2 vs fear)&lt;br /&gt;
|str=15&lt;br /&gt;
|dex=13&lt;br /&gt;
|con=16&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+1&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=12&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+1 dex, +1 dodge, +6 chainmail, +2 heavy steel shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +5 (1d8+2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+4&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Climb +6, Profession (Soldier) +5, Survival +5, Swim +6&lt;br /&gt;
|feats=Weapon Focus (Longsword), Dodge, Power Attack&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth&amp;diff=246069</id>
		<title>Yunauth</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth&amp;diff=246069"/>
		<updated>2013-07-14T18:43:50Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Yunauth]]&lt;br /&gt;
&lt;br /&gt;
Yunauth is a universe/setting created for a game of Pathfinder played through Minecraft.&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
The world, as far as anyone knows, is flat and without end. It is called Turbaset in an older language, which just means, roughly, the ground beneath our feet. &lt;br /&gt;
&lt;br /&gt;
The sun still circles around under the world, with the moon always opposite it. Some people think there must be a place where the sun goes underground. Some wizards say that it exists in a parallel dimension. &lt;br /&gt;
&lt;br /&gt;
There are four seasons in most areas, but otherwise the climate changes very slowly. If the winters are cold now, they&#039;ll probably still be cold in 100 years.&lt;br /&gt;
&lt;br /&gt;
=== The Progise Empire ===&lt;br /&gt;
&lt;br /&gt;
The Progise Empire controls a large area in this part of the world. The central part of the empire, directly controlled by the emperor, is relatively small though. The empire permits loyal kingdoms to exist nearly autonomously. The kings send taxes and able bodies in return for the guarantee of peaceful borders and assistance when needed.&lt;br /&gt;
&lt;br /&gt;
==== The Minarcil Kingdom ====&lt;br /&gt;
&lt;br /&gt;
The Minarcil Kingdom is a recent addition to the Progise Empire. King Romao Minarcil led a successful revolt against the existing ruler around 10 years ago. A new castle at a strategic natural harbor was completed within the last year. The fishing village there, Allent, is now a booming town.&lt;br /&gt;
&lt;br /&gt;
The fishers that founded Allent revered Erouralra and her worshipers remain prevalent among the expanded population. Worshipers of Isanar, Sheto and Rak are also common. Only the worship of Tullax is officially illegal in Minarcil although open worship of Adi&#039;a, Ideth and Oretan is sometimes frowned upon, as are overzealous acts in the name of Jokr. Worship of any deities outside of the pantheon would be considered a cult and is illegal.&lt;br /&gt;
&lt;br /&gt;
Allent is in a fairly cold part of the world. It snows most winters, sometimes fairly heavily. Most houses have a fireplace or some other means of keeping the inside warm. People working outside wear jackets and long sleeves except during the hottest parts of summer.&lt;br /&gt;
&lt;br /&gt;
== Cosmology ==&lt;br /&gt;
&lt;br /&gt;
Only characters with Knowledge (Planes) are familiar with any of the details regarding other planes of existence, and most common people aren&#039;t even aware other planes exist at all aside from the vaguest understanding that the gods don&#039;t live on the same world as mortals.&lt;br /&gt;
&lt;br /&gt;
The planes are divided into three major regions, the [[Yunauth:DivineRealms|divine realms]], the [[Yunauth:MaterialRealms|material realms]] and the [[Yunauth:AstralRealms|astral realms]]. [[Yunauth:Souls|Souls]] are created in the material realms and upon death travel through the astral realms to the divine realms where they are claimed by that soul&#039;s patron deity.&lt;br /&gt;
&lt;br /&gt;
== Notable NPCs ==&lt;br /&gt;
&lt;br /&gt;
[[Yunauth:RomaoMinarcil|King Romao Minarcil]] - King of the Minarcil Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Yunauth:RotanMinarcil|Prince Rotan Minarcil]] - The king&#039;s son&lt;br /&gt;
&lt;br /&gt;
[[Yunauth:ErsGens|Ers Gens]] - A wizard chandler in Allent&lt;br /&gt;
&lt;br /&gt;
[[Yunauth:JohnPartine|John Partine]] - A wizard that lives on an island out from Allent. Recently went missing. Apparently kidnapped by devils.&lt;br /&gt;
&lt;br /&gt;
== Other NPCs ==&lt;br /&gt;
&lt;br /&gt;
[[Yunauth:Guards|Guards]] - Stats for various levels of guards around Allent&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
* Feel free to use the [http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html magic item creation table] for whatever, with three caveats.&lt;br /&gt;
** You must use it top down. (So &#039;&#039;true strike&#039;&#039; is fairly expensive.)&lt;br /&gt;
** No continuous or unlimited instantaneous spells. (You can have more than 5 charges per day though.)&lt;br /&gt;
** The race and alignment restrictions only reduce the item&#039;s price, not its cost. Ask me if there are other restrictions you want to know about.&lt;br /&gt;
* You can make items with less than one use per day, but not less than use use every 10 days (which would be the same price as a single use item).&lt;br /&gt;
* The Heighten Spell feat is now just an automatic consequence of putting a spell in a higher slot (not including increases due to metamagic).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
* The Quick Draw feat &#039;&#039;or&#039;&#039; the Hidden Weapons ninja trick lets you draw a concealed weapon as part of a move.&lt;br /&gt;
** Having both lets you draw a concealed weapon as a free action.&lt;br /&gt;
* Check [[Yunauth:CustomFeats|this page]] for custom feats your character might be interested in.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
* Gold coins are 1/200 lbs, so a pound of gold is worth 200 gold coins instead of 50. Silver coins are 1/75 lbs. (This doesn&#039;t change anything else about the currency.)&lt;br /&gt;
** This makes carrying larger amounts of currency easier and makes bars of gold worth a bit more.&lt;br /&gt;
** Platinum is 1/250 lbs per coin, making a pound of platinum worth 2500 gp. &lt;br /&gt;
* We&#039;ll use the Making Crafting Work booklet for craft times. This includes magic items.&lt;br /&gt;
** Master Alchemist reduces the time by one stage and still allows you to brew multiple doses.&lt;br /&gt;
* Feel free to take non-standard craft skills.&lt;br /&gt;
** Craft (Weapons) or Craft (Guns) will work with Master Craftsman for magical firearms.&lt;br /&gt;
* Haggling is handled by a diplomacy, bluff or intimidate check opposed by the NPCs diplomacy, sense motive or will save respectively. The price will increase or decrease by the difference in percent. &lt;br /&gt;
** The buyer is at a -1 penalty for each full 1000 gp of the item&#039;s list price. The seller might have a bonus to their will save vs an intimidating customer if they&#039;re in a safe area (such as a city).&lt;br /&gt;
** Good roleplaying can also give a bonus to this roll.&lt;br /&gt;
** The result is limited to plus or minus 20% in most cases.&lt;br /&gt;
** Bluffing or intimidating merchants can have negative consequences, especially if they win the roll. If they win by 10 or more, they&#039;ll kick you out of the shop or call the guards.&lt;br /&gt;
** You can&#039;t take 10 on this roll, but you can choose not to roll and just take the list price.&lt;br /&gt;
* If you want to run a business, look up the Economicon. Note that there are penalties for not sticking around to actually run said business, and just being an owner (as opposed to a manager) means you&#039;ll be getting a much smaller paycheck.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
* Resurrection magic isn&#039;t perfect. Each time a character is raised, they come back a little different. Check [[Yunauth:DeathTable|this table]] to see what exactly happens.&lt;br /&gt;
&lt;br /&gt;
== Players ==&lt;br /&gt;
&lt;br /&gt;
(Players, feel free to post character sheets or other character specific stuff here, or more likely on a subpage linked from here.)&lt;br /&gt;
&lt;br /&gt;
[[Yunauth:Scram_Cheesemaker|Scram Cheesemaker]], goblin gunslinger -- blahpers&lt;br /&gt;
&lt;br /&gt;
Satori&lt;br /&gt;
&lt;br /&gt;
Jack&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
[[Yunauth:CampaignCalendar|Campaign Calendar]].&lt;br /&gt;
&lt;br /&gt;
The year is divided into 14 months, one for each deity. Each month is made of four 6 day weeks. Each day is named for one of the elements. Most places recognize four seasons of 3.5 months although there are no equinoxes or solstices.&lt;br /&gt;
&lt;br /&gt;
The six days are: Sunday, Moonday, Stoneday, Windsday, Fireday, Waterday&lt;br /&gt;
&lt;br /&gt;
The 14 months are: Isanar, Oretan, Shind, Oroanneno, Erouralra, Aeraexri, Jokr, Rak, Ideth, Sheto, Enaylak, Thaeyl, Adi&#039;a, Tullax&lt;br /&gt;
&lt;br /&gt;
The game began in Aeraexri&#039;s month of year 4959 of the current calendar.&lt;br /&gt;
&lt;br /&gt;
== City Building Notes ==&lt;br /&gt;
&lt;br /&gt;
* [[Yunauth:BuildingCosts|Building costs]] and sizes for various types of buildings.&lt;br /&gt;
&lt;br /&gt;
* A census of the buildings and population of [[Yunauth:AllentCensus|Allent]].&lt;br /&gt;
&lt;br /&gt;
* [[Yunauth:Accounts|Accounts]] of how the players are spending the King&#039;s money.&lt;br /&gt;
&lt;br /&gt;
== Major Deities ==&lt;br /&gt;
&lt;br /&gt;
(Generated with the help of: http://chaoticshiny.com/pangen.php)&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
|+ &#039;&#039;Deities Overview&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
! Name&lt;br /&gt;
! Alignment&lt;br /&gt;
! Portfolios&lt;br /&gt;
! Domains&lt;br /&gt;
! Favored Weapon&lt;br /&gt;
! Favored Spell&lt;br /&gt;
|-&lt;br /&gt;
| M&lt;br /&gt;
| [[Yunauth:Isanar|Isanar]]&lt;br /&gt;
| N&lt;br /&gt;
| God of sorrow, fertility, magic&lt;br /&gt;
| Magic, Family (Community), Repose, Protection, Knowledge&lt;br /&gt;
| Quarterstaff&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/d/deathwatch Deathwatch] (L 1)&lt;br /&gt;
|-&lt;br /&gt;
| M&lt;br /&gt;
| [[Yunauth:Oretan|Oretan]]&lt;br /&gt;
| N&lt;br /&gt;
| God of travel, destruction, birds, secrets, theater, courtesans&lt;br /&gt;
| Travel, Destruction, Feather (Animal), Revelation (Sun), Nobility&lt;br /&gt;
| Rapier&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/c/commune-with-birds Commune with Birds] (L 1)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Shind|Shind]]&lt;br /&gt;
| LN&lt;br /&gt;
| Goddess of diplomacy, ghosts, sun, innocence&lt;br /&gt;
| Law, Sun, Repose, Purity (Protection), Resolve (Strength)&lt;br /&gt;
| Greatsword&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/v/veil-of-positive-energy Veil of Positive Energy] (L 1)&lt;br /&gt;
|-&lt;br /&gt;
| M&lt;br /&gt;
| [[Yunauth:Oroanneno|Oroanneno]]&lt;br /&gt;
| CG&lt;br /&gt;
| God of astrology, dreams&lt;br /&gt;
| Entropy (Chaos), Good, Wards (Rune), Memory (Knowledge), Seasons (Weather)&lt;br /&gt;
| Unarmed strikes&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/m/magic-aura Magic Aura] (L 1)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Erouralra|Erouralra]]&lt;br /&gt;
| CG&lt;br /&gt;
| Goddess of night, sea, inspiration, forests&lt;br /&gt;
| Chaos, Good, Night (Darkness), Oceans (Water), Growth (Plant)&lt;br /&gt;
| Lance&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/l/light-lance Light Lance] (L 2)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Aeraexri|Aeraexri]]&lt;br /&gt;
| CN&lt;br /&gt;
| Goddess of darkness, beauty, seduction&lt;br /&gt;
| Whimsy (Chaos), Darkness, Lust (Charm), Imagination (Luck), Deception (Trickery)&lt;br /&gt;
| Whip&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/i/innocence Innocence] (L 1)&lt;br /&gt;
|-&lt;br /&gt;
| M&lt;br /&gt;
| [[Yunauth:Jokr|Jokr]]&lt;br /&gt;
| CN&lt;br /&gt;
| God of intoxicants, youth, vengeance&lt;br /&gt;
| Revelry (Chaos), Wind (Air), Rage (Destruction), Freedom (Liberation), Nightmare (Madness)&lt;br /&gt;
| Shortsword&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/w/wrath Wrath] (L 2)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Rak|Rak]]&lt;br /&gt;
| NG&lt;br /&gt;
| Goddess of hunting, knowledge, feasts, shadows&lt;br /&gt;
| Good, Knowledge, Darkness, Animal, Cooperation (Community)&lt;br /&gt;
| Longbow&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/b/blood-biography Blood Biography] (L 3)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Ideth|Ideth]]&lt;br /&gt;
| LE&lt;br /&gt;
| Goddess of fire, alchemy, love, tournaments, disease, earth&lt;br /&gt;
| Loyalty (Law), Fear (Evil), Love (Charm), Earth, Fire&lt;br /&gt;
| Longsword&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/d/death-candle Death Candle] (L 2)&lt;br /&gt;
|-&lt;br /&gt;
| M&lt;br /&gt;
| [[Yunauth:Sheto|Sheto]]&lt;br /&gt;
| LG&lt;br /&gt;
| God of opposites, justice, moon, souls&lt;br /&gt;
| Judgement (Law), Redemption (Good), Moon (Darkness), Souls (Repose), Leadership (Nobility)&lt;br /&gt;
| Mace&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/t/touch-of-truthtelling Touch of Truthtelling] (L 1)&lt;br /&gt;
|-&lt;br /&gt;
| M&lt;br /&gt;
| [[Yunauth:Enaylak|Enaylak]]&lt;br /&gt;
| NG&lt;br /&gt;
| God of fear, courtship&lt;br /&gt;
| Friendship (Good), Charm, Fate (Luck), Glory, Ancestors (Repose)&lt;br /&gt;
| Light crossbow&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/s/status Status] (L 1)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Thaeyl|Thaeyl]]&lt;br /&gt;
| LN&lt;br /&gt;
| Goddess of dance, thunder, valor, cooking&lt;br /&gt;
| Law, Honor (Glory), Storms (Weather), Strength, War&lt;br /&gt;
| Spear&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/d/defensive-shock Defensive Shock] (L 2)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Adi&#039;a|Adi&#039;a]]&lt;br /&gt;
| CN&lt;br /&gt;
| Goddess of crossroads, names, chaos, jesters&lt;br /&gt;
| Chaos, Travel, Madness, Rune, Trickery&lt;br /&gt;
| Starknife&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/h/hidden-speech Hidden Speech] (L 2)&lt;br /&gt;
|-&lt;br /&gt;
| F&lt;br /&gt;
| [[Yunauth:Tullax|Tullax]]&lt;br /&gt;
| CE&lt;br /&gt;
| Goddess of wilderness, graves, stars, brawls, lawbreakers&lt;br /&gt;
| Entropy (Chaos), Evil, Undead (Death), Stars (Void), Thievery (Trickery)&lt;br /&gt;
| Dagger&lt;br /&gt;
| [http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose Gentle Repose] (L 2)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anyone who receives domain spells from a deity can cast that deity&#039;s favored spell as a domain spell regardless of which domains they pick.&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
In an earlier time, there were only four deities: Oroanneno, his wife Erouralra, and the two sisters Aeraexri and Adi&#039;a. In time, Erouralra gave birth to seven new deities: Isanar, Rak, Tullax, Oretan, Thaeyl and the twins Sheto and Shind. Oroanneno spent his time observing the stars and paid little attention to Erouralra and his children. During this time, Aeraexri gave birth to Jokr by Sheto and Enaylak and Ideth by Oretan. Eventually Erouralra left Oroanneno and wed Aeraexri.&lt;br /&gt;
&lt;br /&gt;
Some time later, Isanar and Tullax attempted to have a child, but it was stillborn. While Isanar grieved, Tullax went to the underworld and stole back her child&#039;s soul. Unfortunately, the result was less than divine, but Tullax still cared for the undead creature. The other gods have not since tried to have children, instead busying themselves creating mortals.&lt;br /&gt;
&lt;br /&gt;
==== Isanar ====&lt;br /&gt;
Isanar, the God of Sorrow, is almost plain, with very pale skin, short straight red hair, and eyes the color of rusted metal. He is tall and muscular, and often looks sly. He usually wears armor and a helmet dyed grey.&lt;br /&gt;
&lt;br /&gt;
He is also associated with fertility. He is often worshipped by magic. His surprisingly few followers can be primarily distinguished by the weapons they bear. There are quite a few depictions of him in forests. There are many myths involving his mercurial relationship with Rak. He is the brother of Rak. He is known to give advice to distressed mortals. &lt;br /&gt;
&lt;br /&gt;
==== Erouralra ====&lt;br /&gt;
Erouralra, the Goddess of Night and the Sea, is very plain, with ivory skin, long rippling dark grey hair, and eyes the color of deep pools. She is very tall and very muscular, and generally appears mischievious. She usually wears a hooded cloak dyed dark brown.&lt;br /&gt;
&lt;br /&gt;
She is also associated with inspiration and forests. She is often worshipped by nobles. Her vast flocks of followers can be primarily distinguished by the symbols they wear. There are many myths involving her unhealthy relationship with Jokr. She is the wife of Aeraexri. She is known to have relationships with random mortals.&lt;br /&gt;
&lt;br /&gt;
Her symbols include the octagon.&lt;br /&gt;
&lt;br /&gt;
==== Shind ====&lt;br /&gt;
Shind, the Goddess of Diplomacy and Ghosts, is surprisingly plain, with sallow skin, waist length flowing bright red hair, and eyes the color of garnets. She is surprisingly short and slightly plump, and sometimes seems very sad. She usually wears a tattered cloak dyed pale yellow and bright green.&lt;br /&gt;
&lt;br /&gt;
She is also associated with the sun and innocence. She is often worshipped by priests. Her few, but dedicated followers can be primarily distinguished by the charms they carry with them. There are a respectable amount of carvings of her at the edge of forests. There are many myths involving her many misadventures with Tullax. She is the sister of Oretan. She is known to place challenges before peasants who ask for aid. &lt;br /&gt;
&lt;br /&gt;
==== Rak ====&lt;br /&gt;
Rak, the Goddess of Hunting and Knowledge, is surprisingly plain, with sallow skin, waist length flowing bright red hair, and eyes the color of black opals. She is surprisingly short and slightly plump, and sometimes seems very sad. She usually wears a tattered cloak dyed bronze and grey.&lt;br /&gt;
&lt;br /&gt;
She is also associated with feasts and shadows. She is often worshipped by priests. Her few, but dedicated followers can be primarily distinguished by the charms they carry with them. There are a respectable amount of carvings of her at the edge of forests. There are many myths involving her many misadventures with Jokr. She is the sister of Tullax. She is known to place challenges before peasants who ask for aid. &lt;br /&gt;
&lt;br /&gt;
==== Aeraexri ====&lt;br /&gt;
Aeraexri, the Goddess of Darkness, is very beautiful, with pale skin, long flowing dark brown hair, and eyes the color of dark earth. She is short and slender, and is usually smiling. She usually wears opulent robes dyed silver.&lt;br /&gt;
&lt;br /&gt;
She is also associated with seduction. She is often worshipped by men. Her many followers can be primarily distinguished by the rites they perform. There are a few temples to her at crossroads. There are many myths involving her rocky relationship with Jokr. She is the mother of Jokr. She is known to help mortal heroes. &lt;br /&gt;
&lt;br /&gt;
==== Jokr ====&lt;br /&gt;
Jokr, the God of Intoxicants, is very beautiful, with pale skin, long flowing dark brown hair, and eyes the color of polished oak. He is short and slender, and is usually smiling. He usually wears opulent robes dyed dark aqua.&lt;br /&gt;
&lt;br /&gt;
He is also associated with youth. He is often worshipped by men. His many followers can be primarily distinguished by the rites they perform. There are a few temples to him at crossroads. There are many myths involving his rocky relationship with Rak. He is the son of Sheto. He is known to help mortals seeking vengeance. &lt;br /&gt;
&lt;br /&gt;
==== Enaylak ====&lt;br /&gt;
Enaylak, the God of Fear, is unusually beautiful, with fair skin, short curly light brown hair, and eyes the color of a wild wolf&#039;s. He is tall and somewhat muscular, and is usually laughing. He usually wears armor dyed black.&lt;br /&gt;
&lt;br /&gt;
He is also associated with courtship. He is often worshipped by the elderly. His numerous followers can be primarily distinguished by their tattoos. There are a small number of statues of him in large cities. There are many myths involving his one-sided relationship with Sheto. He is the brother of Ideth. He is known to challenge wicked mortals. &lt;br /&gt;
&lt;br /&gt;
==== Oroanneno ====&lt;br /&gt;
Oroanneno, the God of Astrology, is very beautiful, with pale skin, long flowing gold hair, and eyes the color of purple flames. He is short and slender, and is always smiling. He usually wears rich robes dyed blue.&lt;br /&gt;
&lt;br /&gt;
He is also associated with dreams. He is often worshipped by men. His many followers can be primarily distinguished by the rites they perform. There are a few temples to him at crossroads. There are many myths involving his tempestuous relationship with Isanar. He is the father of Shind. He is known to help great mortal heroes. &lt;br /&gt;
&lt;br /&gt;
==== Adi&#039;a ====&lt;br /&gt;
Adi&#039;a, the Goddess of Crossroads, Sorrow and Names, is blindingly beautiful, with bronzed skin, pale red hair, and eyes the color of fallen leaves. She is very tall and of hearty build, and almost never smiles. She usually wears scant clothing, dyed pale blue and pale brown.&lt;br /&gt;
&lt;br /&gt;
She is also associated with chaos, jesters and magic. She is often worshipped by city dwellers. Her large numbers of followers can be primarily distinguished by their secret language. There are numerous altars dedicated to her near lakes. There are many myths involving her tumultuous affairs with Ideth. She is the aunt of Shind. She is known to pose riddles to mortal warriors. &lt;br /&gt;
&lt;br /&gt;
==== Ideth ====&lt;br /&gt;
Ideth, the Goddess of Fire, Alchemy and Love, is somewhat plain, with copper skin, cinnamon hair, and eyes the color of shining silver. She is medium height and willowy, and generally has a blissful expression. She usually wears chain mail dyed pale violet and dark green.&lt;br /&gt;
&lt;br /&gt;
She is also associated with tournaments, disease and earth. She is often worshipped by the poor. Her surprisingly numerous followers can be primarily distinguished by the way they conduct themselves. There are widespread shrines to her in military outposts. There are many myths involving her unlikely friendship with Sheto. She is the niece of Adi&#039;a. She is known to sometimes hinder mortals seeking forgiveness. &lt;br /&gt;
&lt;br /&gt;
==== Oretan ====&lt;br /&gt;
Oretan, the God of Travel, Destruction and Birds, is quite beautiful, with brown skin, pale red hair, and eyes the color of cold iron. He is average height and of hearty build, and almost never frowns. He usually wears formal attire dyed dark yellow and red.&lt;br /&gt;
&lt;br /&gt;
He is also associated with secrets, theatre and courtesans. He is often worshipped by city dwellers. His many followers can be primarily distinguished by their secret language. There are many temples to him on islands. There are many myths involving his wild romance with Adi&#039;a. He is the son of Erouralra. He is known to pose riddles to great mortal warriors. &lt;br /&gt;
&lt;br /&gt;
==== Thaeyl ====&lt;br /&gt;
Thaeyl, the Goddess of Dance and Thunder, is divinely beautiful, with ebony skin, shoulder length wavy red hair, and eyes the color of summer sky. She is of average height and broad, and often seems angry. She usually wears little clothing, dyed medium green and medium red.&lt;br /&gt;
&lt;br /&gt;
She is also associated with valour and cooking. She is often worshipped by merchants. Her almost fanatical followers can be primarily distinguished by the ritual greetings they use. There are more than a few sacrifices to her on lonely roads. There are many myths involving her epic battles with Rak. She is the sister of Sheto. She is known to send visions to mortal leaders. &lt;br /&gt;
&lt;br /&gt;
==== Sheto ====&lt;br /&gt;
Sheto, the God of Opposites and Justice, is almost plain, with very pale skin, long straight white hair, and eyes the color of dark rubies. He is tall and muscular, and rarely laughs. He usually wears peasants&#039; clothes dyed yellow.&lt;br /&gt;
&lt;br /&gt;
He is also associated with the moon and souls. He is often worshipped by commoners. His surprisingly few followers can be primarily distinguished by their jewelry. There are quite a few depictions of him in meadows. There are many myths involving his unhappy relationship with Oroanneno. He is the brother of Oretan. He is known to occasionally mislead mortals in dire need. &lt;br /&gt;
&lt;br /&gt;
==== Tullax ====&lt;br /&gt;
Tullax, the Goddess of the Wilderness and Graves, is divinely beautiful, with ebony skin, shoulder length wavy auburn hair, and eyes the color of forest moss. She is of average height and very slender, and looks rather smug. She usually wears light armor dyed red and dark red.&lt;br /&gt;
&lt;br /&gt;
She is also associated with the stars and brawls. She is often worshipped by lawbreakers. Her almost fanatical followers can be primarily distinguished by the ritual greetings they use. There are more than a few sacrifices to her on lonely roads. There are many myths involving her duels with Rak. She is the sister of Thaeyl. She is known to send dreams to great mortal leaders.&lt;br /&gt;
&lt;br /&gt;
== GMs Notes ==&lt;br /&gt;
[[Yunauth:GMNotes|Players, don&#039;t read these.]]&lt;br /&gt;
&lt;br /&gt;
== Notes for others running a Minecraft tabletop ==&lt;br /&gt;
&lt;br /&gt;
* Pick a scale to begin with&lt;br /&gt;
** 2 Minecraft blocks per 5 foot square gives a pretty accurate human scale compared to the first person view in Minecraft. It does leave things fairly blocky, but it&#039;s also faster to build. The thickness of walls is probably the biggest issue.&lt;br /&gt;
** 3 Minecraft blocks per 5 foot square gives thinner walls and more room for detail and height variations, but the Minecraft view will make it look like the players are only about 3 feet tall. It&#039;ll also take longer to build.&lt;br /&gt;
* Turn on large biomes&lt;br /&gt;
* Turn off generate features&lt;br /&gt;
* Use a multi-world plugin&lt;br /&gt;
** There&#039;s no way to represent distances realistically on a single world. One day&#039;s travel by horse covers something like 80,000 Minecraft blocks. One way around this is to have different scales on different worlds, then the main world can be for overland travel.&lt;br /&gt;
** Alternately, use teleporters to simulate long distance travel. If the players never walk between locations, they won&#039;t know how close they really are.&lt;br /&gt;
*** A multi-world plugin is still good to get around the height limits though.&lt;br /&gt;
* Keep in mind that it&#039;s pointless to detail things the players have no interest in. (I waste way too much time putting in details in places the players will never visit, such as inside random houses.)&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246068</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=246068"/>
		<updated>2013-07-14T18:40:03Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise every 3 months on average.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 1st Stoneday of Rak&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=245366</id>
		<title>Yunauth:Accounts</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:Accounts&amp;diff=245366"/>
		<updated>2013-07-01T00:00:23Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
The King&#039;s accountant is keeping a ledger of what money was given and where it&#039;s being spent.&lt;br /&gt;
&lt;br /&gt;
So far:&lt;br /&gt;
* The king initially gave each of you 50k to improve the town and another 50k for whatever (presumably a place to live).&lt;br /&gt;
&lt;br /&gt;
== Satori ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || || 13k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || || 6k&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || || 1k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || || 47k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.134k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jack ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scram ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Whatever || 50k || &lt;br /&gt;
|-&lt;br /&gt;
| 2nd Fireday, Aeraexri || align=&amp;quot;left&amp;quot; | For Town Improvement || 50k ||&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || || 0.133k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Locally ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Sunday, Aeraexri || align=&amp;quot;left&amp;quot; | Tall Inn || || 5k&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Aeraexri || align=&amp;quot;left&amp;quot; | Town Guard Post || 6k ||&lt;br /&gt;
|-&lt;br /&gt;
| 2nd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Teleport fee for Lyre || 1k || &lt;br /&gt;
|-&lt;br /&gt;
| 3rd Stoneday, Jokr || align=&amp;quot;left&amp;quot; | Town wall || 47k ||&lt;br /&gt;
|-&lt;br /&gt;
| 1st Moonday, Rak || align=&amp;quot;left&amp;quot; | Extra prize for festival || 0.4k || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spent Abroad ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 3rd Moonday, Aeraexri || align=&amp;quot;left&amp;quot; | Lyre of Building || 13k ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| 1st Sunday, Jokr || align=&amp;quot;left&amp;quot; | Raise Dead || 6k ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=245365</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=245365"/>
		<updated>2013-06-30T23:53:37Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise every 3 months on average.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 1st Stoneday of Rak&#039;s Month, year 4959. It&#039;s the night of the festival.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=245364</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=245364"/>
		<updated>2013-06-30T23:53:23Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise every 3 months on average.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 1st Sunday of Rak&#039;s Month, year 4959. It&#039;s the night of the festival.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242613</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242613"/>
		<updated>2013-06-23T03:25:08Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Goblin Chief - Toechopper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
Note: 700 XP each&lt;br /&gt;
&lt;br /&gt;
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
To collect meat, the party will have to organize a hunt. There&#039;s 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person&#039;s worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There&#039;s a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an argument over which drinks to serve at the drinking contest. There&#039;s a short beer that most people don&#039;t think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
Last year, some wizard used &#039;&#039;obscuring mist&#039;&#039; in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Two size categories (two prizes). Pies served in rounds.&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Personal, non-magic weapons. Longbow provided. No guns.&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Note: Using slingshots.&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB&lt;br /&gt;
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Fortified ale (DC 14)&lt;br /&gt;
&lt;br /&gt;
Take as many drinks as you can until you give, pass out or puke.&lt;br /&gt;
&lt;br /&gt;
You can drink 1 + CON MOD drinks with no effect. After that, it&#039;s a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you&#039;re forcibly woken before then, you&#039;re sickened for 1 hour per drink over the limit.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* CON +3, Fort +6&lt;br /&gt;
* CON +2, Fort +4&lt;br /&gt;
* CON +2, Fort +3&lt;br /&gt;
* CON +0, Fort +1&lt;br /&gt;
* CON -1, Fort -1&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A stein that can cast &#039;&#039;purify food and water&#039;&#039; up to twice per day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Sneaking Contest ===&lt;br /&gt;
&lt;br /&gt;
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.&lt;br /&gt;
&lt;br /&gt;
All the watchers have +5 Perception.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Goblin Fighter, Stealth +9&lt;br /&gt;
* Human Rogue, Stealth +6&lt;br /&gt;
* Elf Ranger, Stealth +5&lt;br /&gt;
* Halfling Commoner, Stealth +3&lt;br /&gt;
* Dwarf Wizard, Stealth +0 (knows &#039;&#039;obscuring mist&#039;&#039; and &#039;&#039;reduce person&#039;&#039; [+5])&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A cloak that gives +2 stealth, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Contest ===&lt;br /&gt;
&lt;br /&gt;
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren&#039;t easily fooled.&lt;br /&gt;
&lt;br /&gt;
1 point for beating the DC, +1 for each 5 points over.&lt;br /&gt;
&lt;br /&gt;
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)&lt;br /&gt;
* Water Naga Painting (Dungeoneering DC 17)&lt;br /&gt;
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)&lt;br /&gt;
* Tengu Painting (Local DC 10, can be made untrained)&lt;br /&gt;
* Salt Mephit Statue (Planes DC 13)&lt;br /&gt;
&lt;br /&gt;
To bluff, you must first pass the base DC on the original check (to at least know the creature&#039;s name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don&#039;t get the extra points and you get -1 point.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Human Bard, +7 Nature, +4 others&lt;br /&gt;
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int&lt;br /&gt;
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int&lt;br /&gt;
* Half-Orc Fighter, +4 Dungeoneering, +0 Int&lt;br /&gt;
* Human Commoner, +1 Local, -1 Int&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A magnifying glass that casts &#039;&#039;identify&#039;&#039; (CL 1) once per day, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Greased Pig Contest ===&lt;br /&gt;
&lt;br /&gt;
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.&lt;br /&gt;
&lt;br /&gt;
Harming the pig is forbidden, as is effecting it magically.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC&lt;br /&gt;
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC&lt;br /&gt;
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows &#039;&#039;enlarge person&#039;&#039; +1 CMB, 12 CMD, 15 AC)&lt;br /&gt;
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC&lt;br /&gt;
* Human Commoner, +2 CMB, 14 CMD, 14 AC&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
The three pigs. There are people that will buy them for 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=25&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+2 (+3 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+3 (+4 grapple)&lt;br /&gt;
|cmd=17 (18 to break a grapple)&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still&lt;br /&gt;
|treasure=longsword, chain shirt, wooden shield, potion of CLW, armbands of the brawler&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Notes ===&lt;br /&gt;
&lt;br /&gt;
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)&lt;br /&gt;
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC&lt;br /&gt;
* Miners - Light pick +2 (1d3 / x4)&lt;br /&gt;
* Others - Shortsword +2 (1d4 / 19-20)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Gaies Mushrooms ===&lt;br /&gt;
&lt;br /&gt;
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per &#039;&#039;goodberry&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242583</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242583"/>
		<updated>2013-06-22T23:53:48Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Goblin Chief - Toechopper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
Note: 700 XP each&lt;br /&gt;
&lt;br /&gt;
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
To collect meat, the party will have to organize a hunt. There&#039;s 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person&#039;s worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There&#039;s a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an argument over which drinks to serve at the drinking contest. There&#039;s a short beer that most people don&#039;t think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
Last year, some wizard used &#039;&#039;obscuring mist&#039;&#039; in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Two size categories (two prizes). Pies served in rounds.&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Personal, non-magic weapons. Longbow provided. No guns.&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Note: Using slingshots.&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB&lt;br /&gt;
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Fortified ale (DC 14)&lt;br /&gt;
&lt;br /&gt;
Take as many drinks as you can until you give, pass out or puke.&lt;br /&gt;
&lt;br /&gt;
You can drink 1 + CON MOD drinks with no effect. After that, it&#039;s a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you&#039;re forcibly woken before then, you&#039;re sickened for 1 hour per drink over the limit.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* CON +3, Fort +6&lt;br /&gt;
* CON +2, Fort +4&lt;br /&gt;
* CON +2, Fort +3&lt;br /&gt;
* CON +0, Fort +1&lt;br /&gt;
* CON -1, Fort -1&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A stein that can cast &#039;&#039;purify food and water&#039;&#039; up to twice per day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Sneaking Contest ===&lt;br /&gt;
&lt;br /&gt;
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.&lt;br /&gt;
&lt;br /&gt;
All the watchers have +5 Perception.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Goblin Fighter, Stealth +9&lt;br /&gt;
* Human Rogue, Stealth +6&lt;br /&gt;
* Elf Ranger, Stealth +5&lt;br /&gt;
* Halfling Commoner, Stealth +3&lt;br /&gt;
* Dwarf Wizard, Stealth +0 (knows &#039;&#039;obscuring mist&#039;&#039; and &#039;&#039;reduce person&#039;&#039; [+5])&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A cloak that gives +2 stealth, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Contest ===&lt;br /&gt;
&lt;br /&gt;
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren&#039;t easily fooled.&lt;br /&gt;
&lt;br /&gt;
1 point for beating the DC, +1 for each 5 points over.&lt;br /&gt;
&lt;br /&gt;
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)&lt;br /&gt;
* Water Naga Painting (Dungeoneering DC 17)&lt;br /&gt;
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)&lt;br /&gt;
* Tengu Painting (Local DC 10, can be made untrained)&lt;br /&gt;
* Salt Mephit Statue (Planes DC 13)&lt;br /&gt;
&lt;br /&gt;
To bluff, you must first pass the base DC on the original check (to at least know the creature&#039;s name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don&#039;t get the extra points and you get -1 point.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Human Bard, +7 Nature, +4 others&lt;br /&gt;
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int&lt;br /&gt;
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int&lt;br /&gt;
* Half-Orc Fighter, +4 Dungeoneering, +0 Int&lt;br /&gt;
* Human Commoner, +1 Local, -1 Int&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A magnifying glass that casts &#039;&#039;identify&#039;&#039; (CL 1) once per day, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Greased Pig Contest ===&lt;br /&gt;
&lt;br /&gt;
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.&lt;br /&gt;
&lt;br /&gt;
Harming the pig is forbidden, as is effecting it magically.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC&lt;br /&gt;
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC&lt;br /&gt;
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows &#039;&#039;enlarge person&#039;&#039; +1 CMB, 12 CMD, 15 AC)&lt;br /&gt;
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC&lt;br /&gt;
* Human Commoner, +2 CMB, 14 CMD, 14 AC&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
The three pigs. There are people that will buy them for 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=25&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+2 (+3 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+3&lt;br /&gt;
|cmd=17&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still&lt;br /&gt;
|treasure=longsword, chain shirt, wooden shield, potion of CLW&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Notes ===&lt;br /&gt;
&lt;br /&gt;
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)&lt;br /&gt;
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC&lt;br /&gt;
* Miners - Light pick +2 (1d3 / x4)&lt;br /&gt;
* Others - Shortsword +2 (1d4 / 19-20)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Gaies Mushrooms ===&lt;br /&gt;
&lt;br /&gt;
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per &#039;&#039;goodberry&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242571</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242571"/>
		<updated>2013-06-22T23:24:22Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
Note: 700 XP each&lt;br /&gt;
&lt;br /&gt;
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
To collect meat, the party will have to organize a hunt. There&#039;s 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person&#039;s worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There&#039;s a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an argument over which drinks to serve at the drinking contest. There&#039;s a short beer that most people don&#039;t think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
Last year, some wizard used &#039;&#039;obscuring mist&#039;&#039; in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Two size categories (two prizes). Pies served in rounds.&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Personal, non-magic weapons. Longbow provided. No guns.&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Note: Using slingshots.&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB&lt;br /&gt;
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Fortified ale (DC 14)&lt;br /&gt;
&lt;br /&gt;
Take as many drinks as you can until you give, pass out or puke.&lt;br /&gt;
&lt;br /&gt;
You can drink 1 + CON MOD drinks with no effect. After that, it&#039;s a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you&#039;re forcibly woken before then, you&#039;re sickened for 1 hour per drink over the limit.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* CON +3, Fort +6&lt;br /&gt;
* CON +2, Fort +4&lt;br /&gt;
* CON +2, Fort +3&lt;br /&gt;
* CON +0, Fort +1&lt;br /&gt;
* CON -1, Fort -1&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A stein that can cast &#039;&#039;purify food and water&#039;&#039; up to twice per day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Sneaking Contest ===&lt;br /&gt;
&lt;br /&gt;
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.&lt;br /&gt;
&lt;br /&gt;
All the watchers have +5 Perception.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Goblin Fighter, Stealth +9&lt;br /&gt;
* Human Rogue, Stealth +6&lt;br /&gt;
* Elf Ranger, Stealth +5&lt;br /&gt;
* Halfling Commoner, Stealth +3&lt;br /&gt;
* Dwarf Wizard, Stealth +0 (knows &#039;&#039;obscuring mist&#039;&#039; and &#039;&#039;reduce person&#039;&#039; [+5])&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A cloak that gives +2 stealth, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Contest ===&lt;br /&gt;
&lt;br /&gt;
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren&#039;t easily fooled.&lt;br /&gt;
&lt;br /&gt;
1 point for beating the DC, +1 for each 5 points over.&lt;br /&gt;
&lt;br /&gt;
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)&lt;br /&gt;
* Water Naga Painting (Dungeoneering DC 17)&lt;br /&gt;
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)&lt;br /&gt;
* Tengu Painting (Local DC 10, can be made untrained)&lt;br /&gt;
* Salt Mephit Statue (Planes DC 13)&lt;br /&gt;
&lt;br /&gt;
To bluff, you must first pass the base DC on the original check (to at least know the creature&#039;s name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don&#039;t get the extra points and you get -1 point.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Human Bard, +7 Nature, +4 others&lt;br /&gt;
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int&lt;br /&gt;
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int&lt;br /&gt;
* Half-Orc Fighter, +4 Dungeoneering, +0 Int&lt;br /&gt;
* Human Commoner, +1 Local, -1 Int&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A magnifying glass that casts &#039;&#039;identify&#039;&#039; (CL 1) once per day, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Greased Pig Contest ===&lt;br /&gt;
&lt;br /&gt;
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.&lt;br /&gt;
&lt;br /&gt;
Harming the pig is forbidden, as is effecting it magically.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC&lt;br /&gt;
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC&lt;br /&gt;
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows &#039;&#039;enlarge person&#039;&#039; +1 CMB, 12 CMD, 15 AC)&lt;br /&gt;
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC&lt;br /&gt;
* Human Commoner, +2 CMB, 14 CMD, 14 AC&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
The three pigs. There are people that will buy them for 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=25&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+2 (+3 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+3&lt;br /&gt;
|cmd=17&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still&lt;br /&gt;
|treasure=longsword, chain shirt, wooden shield&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Notes ===&lt;br /&gt;
&lt;br /&gt;
* Blacksmith apprentices - Light hammer +3 (1d3+1 / x2)&lt;br /&gt;
* Blacksmith - Light hammer +4 (1d3+2 / x2), -1 AC&lt;br /&gt;
* Miners - Light pick +2 (1d3 / x4)&lt;br /&gt;
* Others - Shortsword +2 (1d4 / 19-20)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Gaies Mushrooms ===&lt;br /&gt;
&lt;br /&gt;
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per &#039;&#039;goodberry&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242565</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=242565"/>
		<updated>2013-06-22T23:06:54Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Goblin Chief - Toechopper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Credit !! Debit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
Note: 700 XP each&lt;br /&gt;
&lt;br /&gt;
Order: Pie Eating, Archery, Paintball, Sneaking, Drinking, Greased Pig, Knowledge&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt [Survival skill challenge]). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
To collect meat, the party will have to organize a hunt. There&#039;s 30 hunters available, averaging +2 Survival. Each group can make one check per day (5 days available for hunting). DC 10 to collect 1 person&#039;s worth of food, +1 per 2 over. Meat makes up about 1/3 of the collected food. There&#039;s a -1 penalty if they go in 10 or more groups and a -2 penalty if they go in 20 or more groups. The bakers need meat for about 100 people, which is a bit more than the hunters can handle.&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
There&#039;s an argument over which drinks to serve at the drinking contest. There&#039;s a short beer that most people don&#039;t think makes for a good spectacle (DC 10), a fortified ale (DC 14) and some dwarven brandy (DC 18).&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
Last year, some wizard used &#039;&#039;obscuring mist&#039;&#039; in the sneaking contest. Some people want to ban all magic in that contest. Some people want to ban all magic in all the contests. Others say that magic is just another skill and if it improves your ability to hide, it should be fair. Others will settle for a compromise and just ban a few spells that are obviously too good for particular contests (obscuring mist and invisibility)&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Two size categories (two prizes). Pies served in rounds.&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save (DC 10) or a Will save (DC 12).&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Personal, non-magic weapons. Longbow provided. No guns.&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Note: Using slingshots.&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a melee touch attack or the steal maneuver). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +6 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, 14 CMD, +2 ranged, +4 melee, +3 CMB&lt;br /&gt;
* A goblin with +9 stealth, 12 touch AC, 9 CMD, +3 ranged, +0 melee, -2 CMB&lt;br /&gt;
* An elf with +8 stealth, 13 touch AC, 16 CMD, +7 ranged, +3 melee, +3 CMB (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +6 stealth, 14 touch AC, 12 CMD, +3 ranged, +1 melee, -1 CMB (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Drinking Contest ===&lt;br /&gt;
&lt;br /&gt;
Note: Fortified ale (DC 14)&lt;br /&gt;
&lt;br /&gt;
Take as many drinks as you can until you give, pass out or puke.&lt;br /&gt;
&lt;br /&gt;
You can drink 1 + CON MOD drinks with no effect. After that, it&#039;s a Fort save (DC depends on the drink) + 2 per drink past the limit. Fail by 5 or more and pass out. Fail by less than 5 and become nauseated, then sickened (-2 on all checks and saves), then throw up. Sickened and nauseated last 1 hour per drink over the limit. Unconsciousness lasts for 1 hour. If you&#039;re forcibly woken before then, you&#039;re sickened for 1 hour per drink over the limit.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* CON +3, Fort +6&lt;br /&gt;
* CON +2, Fort +4&lt;br /&gt;
* CON +2, Fort +3&lt;br /&gt;
* CON +0, Fort +1&lt;br /&gt;
* CON -1, Fort -1&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A stein that can cast &#039;&#039;purify food and water&#039;&#039; up to twice per day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Sneaking Contest ===&lt;br /&gt;
&lt;br /&gt;
Several people are intently watching a path through the woods. Try to sneak past them and collect the ribbons placed around the area.&lt;br /&gt;
&lt;br /&gt;
All the watchers have +5 Perception.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Goblin Fighter, Stealth +9&lt;br /&gt;
* Human Rogue, Stealth +6&lt;br /&gt;
* Elf Ranger, Stealth +5&lt;br /&gt;
* Halfling Commoner, Stealth +3&lt;br /&gt;
* Dwarf Wizard, Stealth +0 (knows &#039;&#039;obscuring mist&#039;&#039; and &#039;&#039;reduce person&#039;&#039; [+5])&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A cloak that gives +2 stealth, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge Contest ===&lt;br /&gt;
&lt;br /&gt;
Recite details on a variety of beasts based on pictures and hides. Participants are invited into the lodge one at a time. The judges listen to them and give them a score based on how extensive their knowledge is. You can try and bluff, but the judges know their stuff and aren&#039;t easily fooled.&lt;br /&gt;
&lt;br /&gt;
1 point for beating the DC, +1 for each 5 points over.&lt;br /&gt;
&lt;br /&gt;
* Krenshar Pelt (Arcana DC 13 [+2 for id by just a pelt], can be made untrained)&lt;br /&gt;
* Water Naga Painting (Dungeoneering DC 17)&lt;br /&gt;
* Gourd Leshy Sculpture (Nature DC 11, can be made untrained)&lt;br /&gt;
* Tengu Painting (Local DC 10, can be made untrained)&lt;br /&gt;
* Salt Mephit Statue (Planes DC 13)&lt;br /&gt;
&lt;br /&gt;
To bluff, you must first pass the base DC on the original check (to at least know the creature&#039;s name) and then roll a bluff check at the listed DC + 10. 1 point for beating the DC, +1 for each 5 points over. The judges will roll their Sense Motive (+4) and if they beat your Bluff you don&#039;t get the extra points and you get -1 point.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Human Bard, +7 Nature, +4 others&lt;br /&gt;
* Dwarf Cleric, +6 Planes, +5 Arcana, +2 Int&lt;br /&gt;
* Halfling Ranger, +5 Nature, +5 Dungeoneering, +1 Int&lt;br /&gt;
* Half-Orc Fighter, +4 Dungeoneering, +0 Int&lt;br /&gt;
* Human Commoner, +1 Local, -1 Int&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A magnifying glass that casts &#039;&#039;identify&#039;&#039; (CL 1) once per day, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Greased Pig Contest ===&lt;br /&gt;
&lt;br /&gt;
See how many rounds it takes to tie up a greased pig. Rope is provided. The pig has a -1 CMB, 10 CMD (14 vs trip) and +1 Escape Artist but the grease provides a +10 bonus to escape grapples. The pig will take AoOs (bite +1, 1d4) which apply penalties to CMB checks. Time is called after 3 minutes. There are 3 pigs that are rotated to provide a fair contest.&lt;br /&gt;
&lt;br /&gt;
Harming the pig is forbidden, as is effecting it magically.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
* Dwarf Fighter, +4 CMB, 15 CMD, 18 AC&lt;br /&gt;
* Human Monk, +2 CMB (Improved Grapple), 17 CMD, 15 AC&lt;br /&gt;
* Gnome Alchemist, -1 CMB, 11 CMD, 17 AC (knows &#039;&#039;enlarge person&#039;&#039; +1 CMB, 12 CMD, 15 AC)&lt;br /&gt;
* Half-Elf Ranger, +4 CMB, 16 CMD, 15 AC&lt;br /&gt;
* Human Commoner, +2 CMB, 14 CMD, 14 AC&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
The three pigs. There are people that will buy them for 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 3&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=2&lt;br /&gt;
|xp=600&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=3d10+6&lt;br /&gt;
|hp=25&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+2 (+3 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=20&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=16&lt;br /&gt;
|ac-breakdown=+3 dex, +4 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+3&lt;br /&gt;
|cmd=17&lt;br /&gt;
|perception=+3&lt;br /&gt;
|skills=Acrobatics +3, Climb +5, Intimidate +3, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes, Stand Still&lt;br /&gt;
|treasure=longsword, chain shirt, wooden shield&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Other Plants ==&lt;br /&gt;
&lt;br /&gt;
=== Gaies Mushrooms ===&lt;br /&gt;
&lt;br /&gt;
These leathery brown mushrooms glow very slightly and heal 1 point of damage when eaten as per &#039;&#039;goodberry&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=239505</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=239505"/>
		<updated>2013-06-05T09:57:34Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Opponents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Debit !! Credit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save or a Will save (DC 10).&lt;br /&gt;
* -2 for a Will save&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a touch attack). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +8 stealth, 14 touch AC, +4 ranged, +1 melee&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, +1 ranged, +4 melee&lt;br /&gt;
* A goblin with +11 stealth, 13 touch AC, +4 ranged, +3 melee&lt;br /&gt;
* An elf with +5 stealth, 12 touch AC, +3 ranged, +1 melee (has the acrobatic dodge feat with a +6 acrobatics check and 5 uses)&lt;br /&gt;
* A gnome with +4 stealth, 12 touch AC, +2 ranged, +3 melee (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 2&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=19&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+1 (+2 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=19&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=14&lt;br /&gt;
|ac-breakdown=+3 dex, +3 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=16&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Acrobatics +3, Climb +3, Intimidate +2, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes&lt;br /&gt;
|treasure=mw longsword, token of acrobatics&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239504</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239504"/>
		<updated>2013-06-05T09:52:55Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Business Acumen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in one Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using one Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time it applies to a different Craft skill.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Improved Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve spent more time learning magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Spell Research ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come up with a novel spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Spellcasting ability or (11 Cha and 11 Int)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells or you can only cast spells as an arcane dabbler, this can be up to level 1 and you cast this spell once per day as a level 1 sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
&lt;br /&gt;
== Divine Bargain ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;br /&gt;
&lt;br /&gt;
== Business Acumen ==&lt;br /&gt;
&lt;br /&gt;
You are especially good at running profitable business.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Invested at least 5000 gp into your business or businesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain a +3 competence bonus on profit checks. If you and your business partner both have this feat, the bonus increases to +5, plus the usual +2 from their assistance.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239503</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239503"/>
		<updated>2013-06-05T09:50:51Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Businesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 4.6 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise every 3 months on average.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 2nd Windsday of Jokr&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239502</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239502"/>
		<updated>2013-06-05T09:49:05Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in one Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using one Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time it applies to a different Craft skill.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Improved Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve spent more time learning magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Spell Research ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come up with a novel spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Spellcasting ability or (11 Cha and 11 Int)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells or you can only cast spells as an arcane dabbler, this can be up to level 1 and you cast this spell once per day as a level 1 sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
&lt;br /&gt;
== Divine Bargain ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;br /&gt;
&lt;br /&gt;
== Business Acumen ==&lt;br /&gt;
&lt;br /&gt;
You are especially good at running profitable business.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Invested at least 5000 gp into your business or businesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain a +3 competence bonus on profit checks.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239501</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239501"/>
		<updated>2013-06-05T09:46:12Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Spell Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in one Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using one Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time it applies to a different Craft skill.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Improved Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve spent more time learning magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Spell Research ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come up with a novel spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Spellcasting ability or (11 Cha and 11 Int)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells or you can only cast spells as an arcane dabbler, this can be up to level 1 and you cast this spell once per day as a level 1 sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
&lt;br /&gt;
== Divine Bargain ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239500</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239500"/>
		<updated>2013-06-05T09:45:43Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Spell Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in one Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using one Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time it applies to a different Craft skill.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Improved Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve spent more time learning magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Spell Research ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come up with a novel spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Spellcasting ability or (11 Cha and 11 Int)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells or you can only cast spells as an arcane dabbler, this can be up to level 1 and you cast this spell once per day as a CL 1 sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
&lt;br /&gt;
== Divine Bargain ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239499</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239499"/>
		<updated>2013-06-05T09:45:26Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Spell Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in one Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using one Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time it applies to a different Craft skill.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Improved Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve spent more time learning magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Spell Research ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come up with a novel spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Spellcasting ability   or   11 Cha and 11 Int&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells or you can only cast spells as an arcane dabbler, this can be up to level 1 and you cast this spell once per day as a CL 1 sorcerer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
&lt;br /&gt;
== Divine Bargain ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239496</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239496"/>
		<updated>2013-06-05T09:44:09Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Legendary Craftsman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in one Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using one Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You may take this feat multiple times. Each time it applies to a different Craft skill.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Improved Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve spent more time learning magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Spell Research ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come up with a novel spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells or you can only cast spells as an arcane dabbler, this can be up to level 1 and you cast this spell once per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
&lt;br /&gt;
== Divine Bargain ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=239494</id>
		<title>Yunauth:GMNotes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:GMNotes&amp;diff=239494"/>
		<updated>2013-06-05T09:28:23Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Opponents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Ledgers ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Date !! align=&amp;quot;center&amp;quot; | Description !! Debit !! Credit&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Satori, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Jack, for town improvement || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for whatever || || 50k&lt;br /&gt;
|-&lt;br /&gt;
| || align=&amp;quot;left&amp;quot; | Scram, for town improvement || || 50k&lt;br /&gt;
|}&lt;br /&gt;
== Rak&#039;s Festival ==&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
1 week before the festival, there are several things remaining to be sorted out.&lt;br /&gt;
&lt;br /&gt;
Arbitrate the argument over the size of pies.&lt;br /&gt;
&lt;br /&gt;
Arbitrate an argument over which weapons to use in the archery contest (mainly either a longbow, a MW longbow, a shortbow or personal weapons). No one is offering up a small-sized MW longbow though, so the party will have to find or make one.&lt;br /&gt;
&lt;br /&gt;
Decide which kind of pies to serve. Meat pies are more appropriate in honor of Rak, but there&#039;s a shortage of meat (+1 to pie eating rolls, but needs a good hunt). The local fruits don&#039;t make for great pies especially without a good source of sugar (-1 to pie eating rolls). Fish would work fine but it&#039;s a bit more expensive since they&#039;ll have to get some extra from the local fishermen&#039;s guild considering how much they&#039;ve already bought for the following feast (they need 1000gp worth of fish, payable from kingdom funds, though the king himself won&#039;t pay it).&lt;br /&gt;
&lt;br /&gt;
There&#039;s some debate about changing the paintball fight (with slingshots) to a game of ribbon tag.&lt;br /&gt;
&lt;br /&gt;
Decide which order to host the events. Each event lasts 1 hour. There&#039;s an hour break for cleaning up and setting out tables. Then there is a feast and, once night falls, the grand hunt.&lt;br /&gt;
&lt;br /&gt;
An ankheg will interrupt preparations if the party doesn&#039;t find it first.&lt;br /&gt;
&lt;br /&gt;
=== Pie Eating Contest ===&lt;br /&gt;
&lt;br /&gt;
You have 5 minutes (50 rounds) to eat as many pies as possible. Possibly, the organizers have prepared appropriate sized pies, otherwise Small characters are only eating 1/2 what the rolls would suggest. After each pie, roll a Fort save or a Will save (DC 10).&lt;br /&gt;
* -2 for a Will save&lt;br /&gt;
* -1 for each pie you&#039;ve already eaten&lt;br /&gt;
* -5 if you tried to eat the pie in a single round&lt;br /&gt;
* -2 if you tried to eat the pie in two rounds&lt;br /&gt;
* +0 if you tried to eat the pie in three rounds&lt;br /&gt;
* +2 if you tried to eat the pie in five rounds&lt;br /&gt;
* +5 if you tried to eat the pie in one minute&lt;br /&gt;
&lt;br /&gt;
On a failed roll, you manage to eat that pie, but:&lt;br /&gt;
* After your first failure, you are sickened. Double the times for the above penalties and take a -2 penalty to the rolls. This wears off with 1 minute of rest (but you&#039;re still counted as having failed once).&lt;br /&gt;
* After your second failure, you are nauseated. Triple the times and take a -5 penalty to the rolls. This becomes sickened after 10 minutes, and wears off after about another two hours. (Just long enough to affect the next event.)&lt;br /&gt;
* After your third failure, you throw up and are disqualified. Any conditions will go away in 1 minute if you throw up.&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents do the following:&lt;br /&gt;
* Roll at +7. Eats every other round (+5 - pies) until first fail, then every 6 rounds (+5 - pies), then every 30 rounds (+7 - pies) if he has at least a +0 to the roll.&lt;br /&gt;
* Roll at +6. Tries to eat as fast as possible: every round (+1 - pies), every 2 rounds (-1 - pies) and every 3 rounds (-4 - pies). &lt;br /&gt;
* Roll at +5. Eats a pie every 3 rounds (+5 - pies) until first fail, then every 20 rounds (+8 - pies), then quits.&lt;br /&gt;
* Roll at +5. Eats a pie every 5 rounds (+7 - pies), then every 20 rounds (+8 - pies), then every 30 rounds (+5 - pies).&lt;br /&gt;
* Roll at -1. Eats as slow as possible: 10 rounds (+4 - pies), 20 rounds (+2 - pies), then stops.&lt;br /&gt;
* Most people that didn&#039;t eat too fast manages at least 2 pies without getting sick. Several people manage 7. Several make themselves sick.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A small bowl that will cast &#039;&#039;abstemiousness&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Archery Contest ===&lt;br /&gt;
&lt;br /&gt;
Everyone gets 3 shots each round against an AC of -1 (a Small inanimate object, assuming you spend a full round aiming). Any success is worth 1 point. A success by 5 is worth 2 points. A success by 10 is worth 5 points. A success by 15 or more is worth 10 points. On a roll of a natural 20, you get at least 5 points regardless of what your total was (but you can get more if your total was high enough). On a roll of a natural 1, you can&#039;t get more than 1 point.&lt;br /&gt;
* 30 feet - +0 to attack&lt;br /&gt;
* 70 feet - +0 to attack (-2 if shortbow)&lt;br /&gt;
* 125 feet - -2 to attack (-4 if shortbow)&lt;br /&gt;
* 210 feet - -6 to attack (-8 if shortbow)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics&lt;br /&gt;
* +4 to attack (has a MW bow if personal weapons are allowed)&lt;br /&gt;
* +3 to attack, plus Point Blank Shot (+1 at 30 feet)&lt;br /&gt;
* +3 to attack&lt;br /&gt;
* +2 to attack&lt;br /&gt;
* -1 to attack (can borrow a MW bow)&lt;br /&gt;
&lt;br /&gt;
With a +0, the average score is 48. With a +2, 59. With a +4, 70. The overall average is around 54.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A mask that casts &#039;&#039;hide from animals&#039;&#039; 1/day (CL 1), worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Paintball / Ribbon Tag ===&lt;br /&gt;
&lt;br /&gt;
Participants get one minute to hide within the designated area. They then must either shoot opponents with their slingshots (ranged touch, 1 non-lethal damage except on crits) or steal their ribbon (a touch attack). Last one standing wins. (If it goes too quickly, winners can move on to a second round.)&lt;br /&gt;
&lt;br /&gt;
==== Opponents ====&lt;br /&gt;
&lt;br /&gt;
Opponents have no special tactics, though some are more aggressive than others.&lt;br /&gt;
* A halfling with +8 stealth, 14 touch AC, +4 ranged, +1 melee&lt;br /&gt;
* A human with +1 stealth, 11 touch AC, +1 ranged, +4 melee&lt;br /&gt;
* A goblin with +11 stealth, 13 touch AC, +4 ranged, +3 melee&lt;br /&gt;
* An elf with +5 stealth, 12 touch AC, +3 ranged, +1 melee (has the acrobatic dodge feat with a +6 acrobatics check)&lt;br /&gt;
* A gnome with +4 stealth, 12 touch AC, +2 ranged, +3 melee (will use ghost sound and prestidigitation once each)&lt;br /&gt;
&lt;br /&gt;
For a second round, use the same stats at +1. Change a couple of the races around.&lt;br /&gt;
&lt;br /&gt;
==== Prize ====&lt;br /&gt;
&lt;br /&gt;
A necklace that gives +2 Perception, worth 400 gp.&lt;br /&gt;
&lt;br /&gt;
=== Grand Hunt ===&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Creeper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Creeper&lt;br /&gt;
|appearance=A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.&lt;br /&gt;
|cr=4&lt;br /&gt;
|xp=1200&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Aberration&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=5d8+15&lt;br /&gt;
|hp=37&lt;br /&gt;
|bab=+3&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+4&lt;br /&gt;
|will=+5&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=16&lt;br /&gt;
|int=4&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=15&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +2 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=electricity&lt;br /&gt;
|melee-list=slam +2 (1d4-1 bashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=explosion&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=15&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Stealth +12,&lt;br /&gt;
|feats=Skill Focus (Stealth), Run, Step Up &lt;br /&gt;
|treasure=special&lt;br /&gt;
|environment=any&lt;br /&gt;
|organization=solitary or hatchlings (1d4 young creepers)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Immunity to Electricity (Ex)&#039;&#039;&#039; A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosion (Ex)&#039;&#039;&#039; A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper&#039;s explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this.&lt;br /&gt;
|description=Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.&lt;br /&gt;
&lt;br /&gt;
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Dungeoneering &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 14 &lt;br /&gt;
{{!}} This is a creeper, an aberration that kills its victims by detonating itself.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 19 &lt;br /&gt;
{{!}} Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 24 &lt;br /&gt;
{{!}} The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Martite Devil ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Martite&lt;br /&gt;
|appearance=This small, red-scaled, armed serpent&#039;s eyes glitters with both fear and hatred.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=LE&lt;br /&gt;
|size=Small&lt;br /&gt;
|type=Outsider (Devil, Extraplanar, Evil, Lawful)&lt;br /&gt;
|senses=See in darkness, Darkvision 60 ft.&lt;br /&gt;
|move-speeds=20 ft., climb 20 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=15&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+2&lt;br /&gt;
|ref=+5&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=8&lt;br /&gt;
|dex=14&lt;br /&gt;
|con=14&lt;br /&gt;
|int=6&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+2&lt;br /&gt;
|ac=14&lt;br /&gt;
|touch-ac=13&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+1 size, +2 Dex, +1 natural&lt;br /&gt;
|def-abilities=resist acid 10, resist cold 10&lt;br /&gt;
|dr=5/silver or good&lt;br /&gt;
|immunities=fire&lt;br /&gt;
|melee-list=claws +2 (1d3-1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=3/day flare, 3/day ray of fire&lt;br /&gt;
|cmb=+0&lt;br /&gt;
|cmd=12&lt;br /&gt;
|perception=+5&lt;br /&gt;
|skills=Sense Motive +5, Diplomacy +3, Bluff +6&lt;br /&gt;
|feats=Weapon Finesse &lt;br /&gt;
|treasure=none&lt;br /&gt;
|environment=Demonic Realms&lt;br /&gt;
|organization=solitary, squad (1 advanced martite and 1d6 martites)&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;See in Darkness (Su)&#039;&#039;&#039; A martite can see even in magical darkness.&lt;br /&gt;
|description=Martite are devils that once rose above the ranks of the Lemure, but have since been demoted. They have few natural abilities and little chance for advancement without mortal help, though sometimes a particularly strong one will gather a small troop of others to boss around.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Planes &lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a martite, a very low rank devil.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Martites aren&#039;t terribly bright, but they are perceptive and can and will try to deal. Like all devils, they will follow the letter of any agreements, but like all devils they seek personal gain through such deals.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Like most devils, they are fairly resilient physically. Unlike most other devils, that&#039;s almost all they have going for them. They are still capable of a few magic cantrips.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Reproma ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Reproma&lt;br /&gt;
|appearance=Thick vines hang off the tree. They seem to twitch and sway even when there&#039;s no wind.&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=N&lt;br /&gt;
|size=Medium&lt;br /&gt;
|type=Plant&lt;br /&gt;
|senses=tremorsense, Perception +4&lt;br /&gt;
|move-speeds=0 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=7&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=-1&lt;br /&gt;
|will=+0&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=8&lt;br /&gt;
|con=14&lt;br /&gt;
|int=-&lt;br /&gt;
|wis=10&lt;br /&gt;
|cha=8&lt;br /&gt;
|init=-1&lt;br /&gt;
|ac=12&lt;br /&gt;
|touch-ac=9&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=-1 Dex, +3 natural&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=4 tentacles +1 (1d4+1)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=Constrict (1d4+1), Grab (tentacle)&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+1 (+5 grapple)&lt;br /&gt;
|cmd=10 (can&#039;t be tripped)&lt;br /&gt;
|perception=+4&lt;br /&gt;
|skills=&lt;br /&gt;
|feats=Multiattack &lt;br /&gt;
|treasure=incidental&lt;br /&gt;
|environment=any forest&lt;br /&gt;
|organization=solitary&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Constrict (Ex):&#039;&#039;&#039; Do an extra 1d4+1 damage on a successful grapple check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grab (Ex):&#039;&#039;&#039; If a reproma hits with its tentacle attacks, it deals normal damage and attempts to start a grapple as a free action.&lt;br /&gt;
|description=Reproma are vines that grow up trees, then hang down along the branches. When they sense movement nearby, they lash out attempting to grab and crush the target. Anything they succeed in killing eventually becomes fertilizer for the plant. While they normally feed on rats, squirrels or the like, they are mindless and simply attack anything that comes near. If there are multiple creatures nearby, they split their attacks evenly. &lt;br /&gt;
&lt;br /&gt;
Reproma look like many other vines until they start to move. Roll a Perception, Knowledge (Nature) or Survival (DC 18) to notice it beforehand.&lt;br /&gt;
&lt;br /&gt;
{{{!}}&lt;br /&gt;
! Nature&lt;br /&gt;
! Lore&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 11 &lt;br /&gt;
{{!}} This is a reproma. It&#039;s simply a plant that attacks anything that moves.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 16 &lt;br /&gt;
{{!}} Reproma are stationary, so they rely on their ability to grab their targets and squeeze them to capture prey. They are mindless though, so they will attack anything that triggers their tremorsense.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} DC 21 &lt;br /&gt;
{{!}} Reproma normally feed on small animals, but they try to kill them quickly, so while their ability to grab larger prey is fairly limited, it still hurts if they actually hit or grab you.&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Chief - Toechopper ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Toechopper, goblin fighter 2&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1&lt;br /&gt;
|xp=400&lt;br /&gt;
|alignment=CE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=2d10+4&lt;br /&gt;
|hp=19&lt;br /&gt;
|bab=+2&lt;br /&gt;
|fort=+4&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+1 (+2 vs fear)&lt;br /&gt;
|str=12&lt;br /&gt;
|dex=17&lt;br /&gt;
|con=12&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=6&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=19&lt;br /&gt;
|touch-ac=15&lt;br /&gt;
|flatfooted-ac=14&lt;br /&gt;
|ac-breakdown=+3 dex, +3 armor, +1 size, +1 dodge, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=MW longsword +6 (1d6+1, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=none&lt;br /&gt;
|spell-like=none&lt;br /&gt;
|cmb=+2&lt;br /&gt;
|cmd=16&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Acrobatics +3, Climb +3, Intimidate +2, Survival +5,&lt;br /&gt;
|feats=Weapon Focus (longsword), Dodge, Combat Reflexes&lt;br /&gt;
|treasure=mw longsword, token of acrobatics&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=none&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:1px solid black; padding:3px; margin:3px&amp;quot;&amp;gt;&lt;br /&gt;
=== Goblin Cleric - Dogkicker ===&lt;br /&gt;
{{PathfinderMonster&lt;br /&gt;
|name=Dogkicker, goblin cleric 1&lt;br /&gt;
|appearance=&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|xp=200&lt;br /&gt;
|alignment=NE&lt;br /&gt;
|size=small&lt;br /&gt;
|type=Humanoid (Goblinoid)&lt;br /&gt;
|senses=Darkvision 60 ft.&lt;br /&gt;
|move-speeds=30 ft.&lt;br /&gt;
|hd=1d8+2&lt;br /&gt;
|hp=10&lt;br /&gt;
|bab=+0&lt;br /&gt;
|fort=+3&lt;br /&gt;
|ref=+3&lt;br /&gt;
|will=+3&lt;br /&gt;
|str=6&lt;br /&gt;
|dex=16&lt;br /&gt;
|con=13&lt;br /&gt;
|int=10&lt;br /&gt;
|wis=12&lt;br /&gt;
|cha=12&lt;br /&gt;
|init=+3&lt;br /&gt;
|ac=16&lt;br /&gt;
|touch-ac=14&lt;br /&gt;
|flatfooted-ac=12&lt;br /&gt;
|ac-breakdown=+3 dex, +1 armor, +1 size, +1 shield&lt;br /&gt;
|def-abilities=none&lt;br /&gt;
|dr=none&lt;br /&gt;
|immunities=none&lt;br /&gt;
|melee-list=longsword +0 (1d6-2, 19-20/x2 slashing)&lt;br /&gt;
|space=5 ft.&lt;br /&gt;
|reach=5 ft.&lt;br /&gt;
|special-attacks=bleeding touch 4/day, channel energy 6/day&lt;br /&gt;
|spell-like=Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day&lt;br /&gt;
|cmb=-3&lt;br /&gt;
|cmd=10&lt;br /&gt;
|perception=+1&lt;br /&gt;
|skills=Heal +5, Spellcraft +4,&lt;br /&gt;
|feats=Extra Channel&lt;br /&gt;
|treasure=&lt;br /&gt;
|environment=&lt;br /&gt;
|organization=&lt;br /&gt;
|special-abilities=&#039;&#039;&#039;Aura (Ex)&#039;&#039;&#039; Detects as lawful evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Channel Energy (Su)&#039;&#039;&#039; Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage (Sp)&#039;&#039;&#039; Standard action touch grants +1 damage for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding Touch (Sp)&#039;&#039;&#039; Melee touch attack for 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cure Light Wounds (Spell)&#039;&#039;&#039; Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savage Maw (Spell)&#039;&#039;&#039; Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage).&lt;br /&gt;
&lt;br /&gt;
|description=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deities ==&lt;br /&gt;
=== Ignost ===&lt;br /&gt;
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).&lt;br /&gt;
&lt;br /&gt;
Domains: Tyranny (Law), Evil, Death, War, Healing&lt;br /&gt;
&lt;br /&gt;
Favored weapon: Longsword&lt;br /&gt;
&lt;br /&gt;
Favored spell: [http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage Maw] (L 1)&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Multiply all price factors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Frequency !! Price&lt;br /&gt;
|-&lt;br /&gt;
| each round || 1&lt;br /&gt;
|-&lt;br /&gt;
| each minute || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| each hour || ?&lt;br /&gt;
|-&lt;br /&gt;
| each day || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Onset !! Price&lt;br /&gt;
|-&lt;br /&gt;
| immediate || 1&lt;br /&gt;
|-&lt;br /&gt;
| delay 1 frequency || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| delay 10 frequency || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Save DC !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 12 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 10&lt;br /&gt;
|-&lt;br /&gt;
| 14+ || DC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Cure Count !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 3.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Max Failures !! Price&lt;br /&gt;
|-&lt;br /&gt;
| 1 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Type !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Dex or Str || 1&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 2&lt;br /&gt;
|-&lt;br /&gt;
| Con or HP || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Int, Wis, Cha || ?&lt;br /&gt;
|-&lt;br /&gt;
| Drain || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Damage Amount !! Price&lt;br /&gt;
|-&lt;br /&gt;
| Unconsciousness || 1&lt;br /&gt;
|-&lt;br /&gt;
| 1 to ability score || 1&lt;br /&gt;
|-&lt;br /&gt;
| d2 to ability score || 2&lt;br /&gt;
|-&lt;br /&gt;
| d3 to ability score || 3&lt;br /&gt;
|-&lt;br /&gt;
| d4 to ability score || 6&lt;br /&gt;
|-&lt;br /&gt;
| d6 to ability score || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2d12 to HP || 0.87&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
=== Spotted Hood ===&lt;br /&gt;
&lt;br /&gt;
Spotted Hood is a type of mushroom that grows in cool, dark caves. The mushrooms themselves cause 1 Int damage and mild hallucinations (save DC 10) if eaten, but their toxins can be distilled into a more potent poison that effects a targets memory and cognitive abilities. Each dose is worth about 300 gp.&lt;br /&gt;
&lt;br /&gt;
{{PathfinderPoison&lt;br /&gt;
|type=injury&lt;br /&gt;
|save=15&lt;br /&gt;
|frequency=1/round for 4 rounds&lt;br /&gt;
|initial=1d2 Int damage&lt;br /&gt;
|secondary=1d2 Int damage&lt;br /&gt;
|cure=2&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239493</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239493"/>
		<updated>2013-06-05T09:25:32Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Businesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 5.4 gp per month. Similarly, no business can get by with no investment, although there&#039;s no strict minimum.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise about 4 times per year.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 2nd Windsday of Jokr&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239492</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239492"/>
		<updated>2013-06-05T09:24:28Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Businesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month. (No business is completely risk-free, but a CR 1/4 once per year is pretty close only adding an extra 5.4 gp per month.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise about 4 times per year.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 2nd Windsday of Jokr&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239491</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239491"/>
		<updated>2013-06-05T09:22:12Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Businesses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. A CR 1 complication every 4 months works out to an extra 65 gp per month.&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise about 4 times per year.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 2nd Windsday of Jokr&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239490</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239490"/>
		<updated>2013-06-05T09:21:07Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Calendar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. (A CR 1 every 3 months works out to an extra 86-87 gp per month.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise about 4 times per year.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 2nd Windsday of Jokr&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239489</id>
		<title>Yunauth:CampaignCalendar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CampaignCalendar&amp;diff=239489"/>
		<updated>2013-06-05T09:20:19Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
== Businesses ==&lt;br /&gt;
Businesses need some investment. Resources put into the business (a base of operation, for example) generate 10% of that as base income each month. Risky businesses add CR appropriate value to that. (A CR 1 every 3 months works out to an extra 86-87 gp per month.)&lt;br /&gt;
&lt;br /&gt;
You must pay 1/3 of the base income at the beginning of the month. If nothing goes wrong, you automatically get that back and make a profit check to get some percentage of the base income in profit.&lt;br /&gt;
&lt;br /&gt;
The maximum profit is limited by the number of customers a business serves.&lt;br /&gt;
&lt;br /&gt;
Look for the Economicon for details.&lt;br /&gt;
&lt;br /&gt;
=== Satori ===&lt;br /&gt;
Satori&#039;s &#039;business&#039; is currently earning a base of 186 gp per month, though CR 1 complications arise about 4 times per year.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
&lt;br /&gt;
The current day is the 2nd Sunday of Jokr&#039;s Month, year 4959.&lt;br /&gt;
&lt;br /&gt;
=== 4959 ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Aeraexri &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || Everyone arrived in Allent || || &lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || Satori sent off for a Lyre of Building || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| Rescued boy from giant spider || || Sent to investigate old castle || Rested after goblin fight || Rested after goblin fight || Departed for old castle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Jokr&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| Resting after stirges. The king sent for a new diamond || Resting || Resting || Resting || King sends the party to check on John Partine || On ship &lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| Arrive at island. Dealt with demon portal. On boat back. || Arrive back in Allent. || Sent teleporting mage to get lyre. || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Rak&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| || Hunting festival || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:1em; width:90%&amp;quot;&lt;br /&gt;
|+ Ideth&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:9%&amp;quot; | &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Sunday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Moonday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Stoneday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Windsday &lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Fireday&lt;br /&gt;
! style=&amp;quot;width:14%&amp;quot; | Waterday&lt;br /&gt;
|-&lt;br /&gt;
! 1st &lt;br /&gt;
| The king&#039;s diamond arrives || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 2nd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 3rd &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 4th &lt;br /&gt;
| || || || || ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239485</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239485"/>
		<updated>2013-06-05T08:57:26Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: /* Spell Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in the Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using the Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Improved Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve spent more time learning magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
&lt;br /&gt;
== Spell Research ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve come up with a novel spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells or you can only cast spells as an arcane dabbler, this can be up to level 1 and you cast this spell once per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
&lt;br /&gt;
== Divine Bargain ==&lt;br /&gt;
&lt;br /&gt;
You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239484</id>
		<title>Yunauth:CustomFeats</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yunauth:CustomFeats&amp;diff=239484"/>
		<updated>2013-06-05T08:55:56Z</updated>

		<summary type="html">&lt;p&gt;MagiMaster: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yunauth]]/&lt;br /&gt;
&lt;br /&gt;
These feats are freely available, though their effects are not set in stone. It may be that I&#039;ve overlooked something when writing them up.&lt;br /&gt;
&lt;br /&gt;
If you want to try extracting a new feat from [http://www.rpgnow.com/product/51255/Eclipse%3A-The-Codex-Persona-Shareware Eclipse: Codex Persona] (feats are 6 CP) let me know.&lt;br /&gt;
&lt;br /&gt;
== Legendary Craftsman ==&lt;br /&gt;
&lt;br /&gt;
You are capable of amazing, near-magical feats of craftsmanship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Master Craftsman, 9 ranks in the Craft skill chosen for Master Craftsman&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per day when using the Craft skill chosen with Master Craftsman, you can duplicate the effects of the &#039;&#039;masterwork transformation&#039;&#039; or &#039;&#039;fabricate&#039;&#039; spell. This is an extraordinary ability.&lt;br /&gt;
&lt;br /&gt;
== Subtle Spells ==&lt;br /&gt;
&lt;br /&gt;
You can cast spells without being obvious about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Your magic is difficult to detect. You may whisper your magic words and limit your gestures to subtle hand movements. You may make a stealth check to prevent people from noticing that you&#039;ve cast a spell at all. In addition, people using &#039;&#039;detect magic&#039;&#039; must make a Will save to see the magical effects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal:&#039;&#039;&#039; You must normally speak in a firm voice to cast spells, making it difficult to be subtle.&lt;br /&gt;
&lt;br /&gt;
== Arcane Dabbler ==&lt;br /&gt;
&lt;br /&gt;
You spent some time teaching yourself magic. It may not be as good as proper wizard schooling, but you&#039;ve learned some things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; 11 Cha&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Choose four cantrips and one 1st level spell from the sorcerer/wizard spell list. You can use each of these once per day. These spells are cast as a level 1 sorcerer. This does not grant enough control to activate items that require spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Minor Magic rogue trick or the Minor Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
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== Improved Arcane Dabbler ==&lt;br /&gt;
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You&#039;ve spent more time learning magic.&lt;br /&gt;
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&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Arcane Dabbler&lt;br /&gt;
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&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Gain one more cantrip and two more 1st level spells in addition to those from Arcane Dabbler. Additionally, you gain five level 0 spell slots and three level 1 spell slots. You cast from these spontaneously as a sorcerer would. If you do not have sorcerer levels, your caster level is 1.&lt;br /&gt;
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&#039;&#039;&#039;Special:&#039;&#039;&#039; This can be taken in place of the Major Magic rogue trick or the Major Magic eidolon evolution, but some changes may be necessary.&lt;br /&gt;
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== Spell Research ==&lt;br /&gt;
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You&#039;ve come up with a novel spell.&lt;br /&gt;
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&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Add a new spell as a spell known or write a new spell into your spellbook. This can be anything up to the highest level you can currently cast. If you can&#039;t currently cast spells, this can be up to level 1 and you gain a single spell slot dedicated to this spell.&lt;br /&gt;
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&#039;&#039;&#039;Special:&#039;&#039;&#039; This should usually be a unique spell, not just one out of the books. You can use [http://www.rpgnow.com/product/51242/The-Practical-Enchanter The Practical Enchanter] to help develop spells, though that is a 3.5 book and a couple things need some adjustment.&lt;br /&gt;
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&#039;&#039;&#039;Normal:&#039;&#039;&#039; You can gain up to one researched spell when leveling up in a spell casting class, or through in-game spell research.&lt;br /&gt;
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== Divine Bargain ==&lt;br /&gt;
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You&#039;ve made a personal vow to a deity (or devil) in return for a small measure of divine protection. &lt;br /&gt;
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&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; 3 hit dice&lt;br /&gt;
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&#039;&#039;&#039;Benefit:&#039;&#039;&#039; Once per week if you are killed your deity will cast &#039;&#039;breath of life&#039;&#039; on you. You must detail your vow and uphold it. The GM has final say on what vows are suitable and whether or not you&#039;re currently upholding it. You lose the benefits of this feat if you break your vow and usually must undergo some form of penance or some divine quest to regain it.&lt;/div&gt;</summary>
		<author><name>MagiMaster</name></author>
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