How To: Force Safari to Download PDF Files

How To: Force Safari to Download PDF Files

I hate having my Internet Browser display PDF files when I click on them. I much prefer them to be downloaded. Here are two commands that changes this default behavior.

in terminal (as Admin or Root user) type:
defaults write com.apple.Safari
WebKitOmitPDFSupport -bool YES

Essentially you’re removing PDF Support from Safari so that it doesn’t know what to do with the files. Safari simply downloads the file to the /User/Downloads directory instead.

Keep in mind that updating Safari or Adobe Acrobat may change the PDF handling behavior back to the default. Yes, it is also possible to right click on a PDF and use “Download Linked File,” but this process is more automated.

Fantasy Location: The Hidden Island

Fantasy Location: The Hidden Island

The Hidden Island is normally avoided by ships. It lays in the deep sea, surrounded by a pod of kraken. The island itself has two buildings on it. Both are submerged just a few feet under the water, so are a bit of a navigation hazard, especially during storms.

The two buildings are ancient temples. Each has a sundial inside centered inside. If someone moves one of the dials, they will hear a rumbling sound.

One dial actually raises the island out of the sea. Once it’s out of the water, it instantly starts growing plant life. Within six to eight hours the island is fully revegetated like it was never underwater. Once the island is out of the water, the second sun dial opens a previously hidden door. This dial does nothing if the island is still under water.

This opens into a Dwarven Village which has a secret passage down into the Underdark. The Dwarven city is unnamed and empty.

From the Dwarven City passages in the Underdark eventually lead to a drow city of 3000. It sits upon an huge underground sea. If someone manages to get to the middle of the sea, there is a huge whirlpool that goes upwards to the ocean. Entering the whirlpool takes someone to the ocean surface. During storms the whirlpool reverses and instead sucks objects from the sea above down in to the caverns.

Fantasy Location: The Bolt Hole

Fantasy Location: The Bolt Hole

It’ll take a rogue to or elf character to notice a hidden door in a back alley down near the docks.

Opening it reveals a lasciviously appointed ante-chamber. Directly across from the entrance is another door – heavily barred and spell warded. Next to it is posted a tattered piece of parchment that says “Cant get in Cant get out Enter to Come Go to Leave” After the secret word is said in Thieves Cant, the door opens.

Inside is a butler who says “Very Good, Sir. Welcome to The Bolt-Hole. May I show you to a table, or would you prefer to sit at the bar?”

The bar serves only the finest wine and food. The clients here are well off, and it’s obvious that a lot of covert and underground business gets done here. The room is well appointed, and several mean looking, but well mannered guards keep the riff-raff out. They are usually able to talk most situations down before having to resort to violence. A small stage at the end hosts dancers, bards and other entertainment at night, but is empty during the day.

Plot Hook:
On stage is a very gorgeous half-elven dancer. She notices the PC, and smiles and winks at him. After wards she comes up and says “Buy a lady a drink?” Her name is Kim Starlight and she asks what he’s doing in town. Eventually she’ll get around and say “Last time Captain Borloff was around he gave me a map to hold onto until he came back with gold. But since he’s in jail, and unlikely to be getting my gold anytime soon.. I’m willing to sell it for what he owes me. 250 gold pieces.” The Map shows a way through the rocks, and rough seas to the South East . The End Point is literally a big X. She knows nothing else about the map nor what it’s supposed to show.

A good location could be the Hidden Island.

NPCs: The Runic Fellowship

NPCs: The Runic Fellowship

The Runic Fellowship is a group adventurers that have been working together for many years.

Vyecheslav, male human Drd11: CR 11; Size M (5 ft., 2 in. tall); HD 11d8; hp 58; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +7, Ref +4, Will +10; AL LN; Str 13, Dex 13, Con 10, Int 14, Wis 17, Cha 4. Languages Spoken: Celestial, Common, Druidic, Terran. Skill points: Drd 98 Skills and feats: Craft (Bowmaking) +16, Craft (Stonemasonry) +15, Diplomacy +11, Handle Animal +11, Hide +1, Knowledge (History) +3, Knowledge (Nature) +16, Listen +3, Move Silently +1, Spellcraft +16, Spot +16; Enlarge Spell, Extend Spell, Improved Unarmed Strike, Quick Draw, Toughness. Possessions: 21,000 gp in gear. Druid Spells Per Day: 6/6/5/5/3/2/1. —————————————-

Farah, female half-elf Sor11: CR 11; Size M (5 ft., 2 in. tall); HD 11d4; hp 30; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Attack +4 melee, or +4 ranged; SV Fort +3, Ref +2, Will +7; AL CG; Str 8, Dex 9, Con 11, Int 16, Wis 10, Cha 15. Languages Spoken: Abyssal, Common, Elven, Gnome, Halfling. Skill points: Sor 70 Skills and feats: Concentration +14, Craft (Bowmaking) +11, Diplomacy +4, Gather Information +8, Hide -1, Knowledge (Arcana) +17, Knowledge (Geography) +4, Knowledge (Nobility and Royalty) +8, Knowledge (Religion) +9, Listen +1, Move Silently -1, Search +9, Spot +1; Extend Spell, Leadership, Point Blank Shot. Possessions: 21,000 gp in gear. Sorcerer Spells Known (6/7/7/6/6/4): 0th — Dancing Lights, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Read Magic, Touch of Fatigue. 1st — Alarm, Burning Hands, Identify, Magic Missile, Ray of Enfeeblement. 2nd — Eagle’s Splendor, Flaming Sphere, Fox’s Cunning, Knock, Phantom Trap. 3rd — Fireball, Sleet Storm, Slow, Tongues. 4th — Animate Dead, Crushing Despair, Illusory Wall. 5th — Hold Monster, Seeming. —————————————-

Alon, male elf Wiz8: CR 8; Size M (5 ft., 1 in. tall); HD 8d4-16; hp 9; Init +0; Spd 30 ft.; AC 10; Attack +2 melee, or +4 ranged; SV Fort +0, Ref +2, Will +4; AL LG; Str 7, Dex 10, Con 6, Int 14, Wis 7, Cha 8. Languages Spoken: Common, Elven. Skill points: Wiz 34 Skills and feats: Craft (Alchemy) +7, Hide +0, Knowledge (Dungeoneering) +13, Listen +0, Move Silently +0, Profession (Hunter) +7, Search +4, Spellcraft +11, Spot +0; Enlarge Spell, Run, [Scribe Scroll], Spell Focus (illusion), Spell Penetration. Possessions: 9,400 gp in gear. Wizard Spells Known (4/5/4/3/2): 0th — Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue. 1st — Burning Hands, Detect Undead, Floating Disk, Grease, Protection from Chaos, Shield, Shocking Grasp. 2nd — Blur, Hideous Laughter, Mirror Image, Owl’s Wisdom, Phantom Trap, Protection from Arrows, Resist Energy, Touch of Idiocy. 3rd — Fireball, Invisibility Sphere, Lightning Bolt, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Stinking Cloud, Water Breathing. 4th — Greater Invisibility, Mnemonic Enhancer. —————————————-

Holgi, male half-orc Bbn6: CR 6; Size M (5 ft., 8 in. tall); HD 6d12+12; hp 61; Init +0; Spd 40 ft.; AC 10; Attack +11/+6 melee, or +6/+1 ranged; SV Fort +7, Ref +2, Will +2; AL CG; Str 20, Dex 11, Con 15, Int 8, Wis 11, Cha 13. Languages Spoken: Common, Orc. Skill points: Bbn 27 Skills and feats: Handle Animal +9, Hide +0, Knowledge (Nature) +3, Listen +8, Move Silently +0, Spot +2, Survival +6; Alertness, Endurance, Track. Possessions: 5,600 gp in gear. Buri, male half-elf Com9: CR 8; Size M (5 ft., 1 in. tall); HD 9d4-9; hp 17; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +8 melee, or +5 ranged; SV Fort +4, Ref +4, Will +5; AL N; Str 18, Dex 13, Con 9, Int 11, Wis 14, Cha 13. Languages Spoken: Common, Elven. Skill points: Com 24 Skills and feats: Craft (Shipmaking) +7, Diplomacy +3, Gather Information +3, Hide +1, Knowledge (History) +1, Listen +9, Move Silently +1, Profession (Hunter) +6, Ride +9, Search +1, Spot +3; Great Fortitude, Run, Skill Focus (Ride), Skill Focus (Craft (Shipmaking)). Possessions: 60 gp in gear. —————————————-

Lyle, male halfling Drd6: CR 6; Size S (3 ft., 4 in. tall); HD 6d8-18; hp 11; Init +2 (+2 Dex); Spd 20 ft.; AC 13 (+2 Dex, +1 Size); Attack +3 melee, or +7 ranged; SV Fort +3, Ref +5, Will +8; AL N; Str 6, Dex 14, Con 4, Int 10, Wis 14, Cha 10. Languages Spoken: Common, Druidic, Halfling. Skill points: Drd 36 Skills and feats: Climb +0, Craft (Bowmaking) +6, Handle Animal +9, Hide +6, Jump +0, Listen +4, Move Silently +4, Spellcraft +6, Spot +2, Survival +10, Swim +6; Combat Casting, Spell Focus (necromancy), Spell Focus (transmutation). Possessions: 5,600 gp in gear. Druid Spells Per Day: 5/4/4/2. —————————————-

Zook, male gnome Brd10: CR 10; Size S (3 ft., 6 in. tall); HD 10d6+20; hp 54; Init +1 (+1 Dex); Spd 20 ft.; AC 12 (+1 Dex, +1 Size); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +5, Ref +8, Will +5; AL N; Str 13, Dex 12, Con 15, Int 17, Wis 7, Cha 15. Languages Spoken: Common, Dwarven, Gnome, Goblin, Orc. Skill points: Brd 117 Skills and feats: Concentration +14, Craft (Alchemy) +5, Hide +5, Knowledge (Arcana) +15, Knowledge (Geography) +12, Knowledge (History) +16, Listen +10, Move Silently +1, Perform (Dance) +11, Perform (Keyboard Instruments) +5, Perform (Oratory) +13, Perform (Percussion Instruments) +12, Perform (Sing) +15, Perform (Wind Instruments) +4, Spot -2, Tumble +14; Combat Casting, Eschew Materials, Persuasive, Widen Spell. Possessions: 16,000 gp in gear. Bard Spells Known (3/4/4/2): 0th — Daze, Flare, Ghost Sound, Light, Mending, Prestidigitation. 1st — Alarm, Lesser Confusion, Magic Aura, Remove Fear. 2nd — Enthrall, Heroism, Invisibility, Silence. 3rd — Deep Slumber, Fear, Invisibility Sphere, Major Image. —————————–

Aralis, male elf Rog12: CR 12; Size M (4 ft., 11 in. tall); HD 12d6+12; hp 50; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +8/+3 melee, or +11/+6 ranged; SV Fort +5, Ref +10, Will +8; AL LG; Str 8, Dex 15, Con 12, Int 11, Wis 18, Cha 8. Languages Spoken: Common, Elven. Skill points: Rog 120 Skills and feats: Balance +13, Forgery +11, Gather Information +14, Hide +15, Knowledge (Local) +13, Listen +6, Move Silently +2, Perform (Act) +12, Search +2, Sense Motive +19, Spot +21, Tumble +16; Blind-Fight, Deft Hands, [Evasion], Point Blank Shot, Rapid Shot, Weapon Focus (crossbow, hand). Possessions: 27,000 gp in gear.

Random Story Hooks

Random Story Hooks

Use these to create a random story hook for your story, RPG adventure, poem, book, etc.

  • This is an action comedy. The story is about a stressed exorcist hiding a dark secret. It takes place in a pocket universe. A magical artifact plays an important role.
  • The story is about a bandit and a peasant. It starts in a steam-driven fiefdom in a magical dimension.
  • The story begins with an invasion of privacy and ends with someone being slandered. A magical accident plays an important role. The story is about a bounty hunter. It starts in an ocean fiefdom in a magical dimension.
  • The story begins with a revelation and ends with someone moving to a new dwelling. The story is about an opportunistic champion. It starts on our world in a new magical age. The effect of magic on society is a major part of the story.
  • This is an action adventure with a strong theme of responsibility and the importance of brains over brawn. The story is about a misunderstood sailor, a princess, and a prophet. It takes place in a hideout. The story begins with the discovery of a long-lost relative and ends with a massacre.
  • The story is about a mentor, a demonologist, and a nun. It takes place in a universe where space travel occu­rs by magical means. The story ends with someone buying a dwelling. This is a political story.
  • The story is about a tomb-robber who hates a stingy occultist. It starts in a capital city in a star-spanning magical empire. The return of an ancient evil at regular cycles plays an important role in the story. This is a crime caper story with an undercurrent about creativity and the need for change and growth.
  • The story is about eleven forceful peddlers. It starts in a castle. The crux of the story involves a compromise. The story is about an unstable musician who is obsessed with a necromancer. It takes place in a magical part of our universe.
  • The story begins with a misunderstanding and ends with someone buying a dwelling. Holding off the end of the world is an important part of the story.
  • The story is about a studious fisherman who hasa crush on a fortune-teller. It takes place in an infamous police state on a world artificially created by magic. A conflict between those who use magic and those who don’t plays an important role.
  • The story is about a knight and an infamous treasure-hunter. It takes place in a star-spanning magical empire. A new kind of magic is evolving in the story.
  • The story is about a pious bowman who fears the future. It starts in a magical dimension. The story begins with a resignation. The end of one era and the beginning of another is a major element of the story. This is a character study.
  • The story is about an opinionated architect who is engaged to a teacher. It starts in a magical part of our universe. The effect of magical races on romance is a major part of the story. This is an action comedy with a strong theme of romance.
  • The story is about a friendly dutchess, a heroine, and an alchemist. It starts in a magical alternate universe. The story begins with a delusion and ends with someone reading a book. A spell being cast at the right time plays an important role.
  • A Pirate King is trying to inflitrate the Navy and destroy it. Rumors of a giant Battleship being constructed have scared the Pirates. In reality there is no Battleship, although the Pirates have been constructing their own large ship to counter.