Karotten und Kartoffeln schälen und ca 1 cm dicke Würfel schneiden. Zwiebeln fein würfeln, Knoblauch fein hacken und Ingwer zerreiben oder ebenfalls fein hacken. Tomaten würfeln.
Fleisch anbraten und mit Salz und Pfeffer würzen. Zwiebeln hinzugeben und mit anbraten. Tomaten, Ingwer und Knoblauch hinzugeben und kurz mit anbraten. Mit der Brühe ablöschen und Kartoffeln, Karotten und Gewürze hinzugeben.
Etwa 30 Minuten kochen bis Kartoffeln und Karotten gar sind.
Nach meinen ersten Versuchen mit Weizensauerteig Broten, wollte ich eine anderes Mehl versuchen und entschied mich für das Roggenvollkornbrot. Eigentlich hatte ich mir vorgenommen die Teigmenge zu halbieren, dies aber schon beim ansetzen des 1. Sauerteiges vergessen. Deswegen sind es direkt 3 Brote geworden. Das Rezept habe ich nur leicht verändert. Ich habe Weizen Anstellgut benutzt, da ich kein neues für diesen Versuch herstellen wollte. Der fertige Teig war sehr klebrig und ließ sich kaum verarbeiten, weswegen ich beim nächsten mal das Wasser des Hauptteigs weglassen würde. Die Backzeit habe ich auf 40-45 Minuten reduziert, da ich kleiner Brote gebacken habe. Außerdem hab ich fallend von 250° C auf 180° C gebacken, was meinem Backofen geschuldet ist.
Das Brot schmeckt leicht säuerlich und hat eine feine Porung.
Das Rezept gefällt mir sehr gut, da es sich gut in den Alltag integrieren lässt und keinen Dampf erfordert (den ich in meinem Ofen nur schlecht aufbauen kann). Ich habe den ersten Sauerteig abends angesetzt, den zweiten direkt am morgen zubereitet und konnte am Abend das Brot backen.
Erster Sauerteig
170 g Roggenvollkornmehl
170 g Wasser (warm)
17 g Anstellgut (Weizen)
Zweiter Sauerteig
Erster Sauerteig
520 g Roggenvollkornmehl
520 g Wasser (warm)
18 g Salz
Hauptteig
Zweiter Sauerteig
200 g Roggenvollkornmehl
110 g Wasser (warm)
Ersten Sauerteig vermischen und 12 Stunden ruhen lassen.
Zweiten Sauerteig vermischen und ~9 Stunden ruhen lassen.
Hauptteig vermischen, Wasser langsam einarbeiten bis Konsistenz stimmt, Laib formen und 90 Minuten im Gärkorb ruhen lassen.
Bei 250° C fallend auf 180° C backen. 500 g Brote für 40 Minuten backen, bei größeren Laiben die Backzeit anpassen.
Ich habe versucht das Bordelaise von Plötzblog nach zu backen. Mein erster Versuch ist kläglich gescheitert. Das Brot ist nicht aufgegangen und hatte lediglich 2 riesige Blasen unter der Kruste. Bei meinem zweiten Versuch habe ich das Rezept leicht abgeändert und das Brot ist gut aufgegangen. Leider ist das Brot nicht am Einschnitt aufgegangen, sondern an der Unterseite eingerissen.
Sauerteig (unverändert):
65 g Weizenmehl 550
80 g Wasser
6 g Anstellgut
Hauptteig
Sauerteig
335 g Weizenmehl 550
40 g Weizenvollkornmehl
200 g Wasser
9 g Salz
Der Sauerteig hat 20 Stunden bei Raumtemperatur geruht.
Beim Hauptteig habe ich 10g Wasser weniger benutzt als im Orginalrezept. Außerdem habe ich die 30 g Roggenvollkornmehl gegen zusätzliche 30 g Weizenvollkornmehl ersetzt. Der Hauptteig ohne Salz wurde von Hand vermischt und 30 Minuten ruhen gelassen. Nach der Ruhe wurde das Salz hinzu gegeben und der Teig für 5 Minuten von Hand geknetet.
Die restlichen Garzeiten blieben unverändert, jedoch nur bei Raumtemperatur durchgeführt.
1 Stunde Gare, dann falten.
2 Stunde Gare, dann rund wirken.
15 Minuten Ruhe, dann Laib formen.
2,5 Stunden Gare im Gärkorb mit Schluss nach oben.
Zum Backen den Ofen eine halbe Stunde auf 250° C vorheizen. Für den Dampf habe ich eine Auflaufform mit Wasser in den Ofen gestellt. Das Brot wurde für 40 Minuten bei 250° C fallend auf 200° C gebacken. Nach 40 Minuten habe ich die Wasserschale entfernt und das Brot weitere 8 Minuten gebacken.
Geplante Änderungen für den nächsten Versuch:
Einschnitt ändern (tiefer oder mehrere Schnitte?)
Mehr Dampf. Wasser hatte nur leicht geköchelt.
Temperatur stärker abfallen lassen. Brot sehr dunkel geworden.
The digitalisation of the world and the Internet changed the rules in many, if not all, fields. One major change I just realised is the loss of attribution. I often made these errors when in contact with opinions that I didn't share. When it came to my personal views and groups I feel associated to, I felt mistreated or misunderstood if people made general claims about such group.
Before the internet it was relatively easy to attribute an action or statement to an organisation, such as a political party or a state. Actions were attributable because evidence was impossible, or at least very hard, to forge (without leaving a trace). Statements made by an individual could be traced back as opinion were exchanged by direct contact.
This changed in the digital world. Data can be manipulated without leaving traces and left traces are hard to find and could also be created on purpose.
For this reason actions in the internet, such as hacking an organisation, can't be attributed to someone only based on the traces left in the process. Hard, physical proof is needed to do such an attribution.
Hacks are generally attributed to the Russian government at the moment. This attribution explains (some) features of found malware and traces. However a skilled hacker could have avoided such traces or planted them on purpose.
Statements made by an individual are often labeled as being left, right or liberal believes, but are just the interpretations and thoughts of a single person. Even if this person associates itself with a specific group doesn't make his statements general believes of such group. The association of an individual with a group got more fluid in the internet. One only has to claim being associated to be seen as voice of such group.
This error, where association is confused with attribution, can often be seen in today's debates. For example, feminists are viewed as crazy women who want to see men suffer because a few individuals with extreme viewpoints identify themselves as feminists. The political right is often set on one level with Nazis because, again, few individuals who call themselves "right" spread hatred against foreigners. The political left is confused with people that despise all authority or want to recreate the communism of the cold war.
In conclusion, our old techniques of attribution don't work any longer in the digital world. Actions can't be attributed and statements made by individuals only show their views, not general views of a group. This makes policital and social debates more complex, as organisations (movements/parties) can't be described by pointing on individual events or statements. Other techniques are required to pinpoint the general believes of a group.
Sear chopped onions and garlic for ~2 minutes in olive oil, until the garlic starts to turn brown.
Add tomatoes and water.
Let it simmer for 5 minutes and add all spices.
Mix everything up and let it simmer for ~30 minutes with a half closed lid.
Blend everything to a smooth sauce.
Conclusion:
Taste dominated by the hotness of the chili. Marjoram and Oregano barely noticeable. Pizza taste dictated by toppings and dough, sauce stays in background.
Add all ingredients into a pot and heat it until the sauce starts to cook. Leave the sauce simmering for approx. 30 minutes with the cover on but not closing the pot completely. The sauce is ready once most of the water is evaporated. If you don't like your sauce chunky use a mixer to create a smooth sauce.
Mix flour and salt and dissolve yeast in water. Add water and oil to the flour and knead it until the dough is smooth. Let the dough rest for at least 30 minutes, better overnight in the refrigerator.
This character is the result of severals campaigns. He started at level 6 and was recently retired at level 11, when we decided to start with new characters and new adventures. As a result his equipment is a bit arbitrary and worth more than allowed when constructing a new level 11 character. He has the craft wondrous items feat, which would allow to create his equipment for a lower price.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Fidgety: +2 Initiative (can't find the English name, but it's from Gnomes of Golarion)
Extended Illusions: Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray: As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blindedfor 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Invisibility Field: At 8th level, you can make yourself invisible as a swift action for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Gnome Traits
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Equipment
(82000 GP at level 10, crafting allows to spend up to 164000)
As this character is the result of multiple campaigns. It acquired gear worth 106800 gp, mainly by crafting the more expensive items.
Headband of vast intelligence +6 (36000) – +6 Intelligence
Hat of disguise (1800) – This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell.
Cloak of displacement, minor (24000) – This displacement works similar to the blur spell, granting a 20% miss chance on attacks against the wearer. It functions continually.
Amulet of natural armor +1 (2000) – +1 Natural Armor
Lenses of detection (3500) – These circular prisms let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Snakeskin tunic (8000) – A snakeskin tunic is a tight, form-fitting shirt crafted from the scales of a giant snake. When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison.
Bracers of armor +3 (9000) – +3 armor bonus
Verdant boots (12000) – The wearer of these boots can, on command three times per day, cause her current square to sprout a thick canopy of fruit-bearing or otherwise edible plants. These plants count as difficult terrain and grant cover to any Medium or smaller creature within the square. They also provide enough food to sustain two Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.
Ring of sustenance (2500) – This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Ring of protection +2(8000) – his ring offers continual magical protection in the form of a deflection bonus of +2 AC
Quaterstaff
Skills
(ranks only, 3 skills maxed by headband, 7 ranks per level)
Skill
Rank
Total
Knowledge (dungeoneering)
11
22
Perception
11
18
Knowledge (arcana)
11
22
Spellcraft
11
22
Bluff
11
12
Stealth
11
18
Knowledge (planes)
9
20
Disguise
9
10
Craft(Sculpting)
7
20
Linguistics
5
16
Fly
4
10
Knowledge (nature)
4
16
Knowledge (nobility)
1
13
Knowledge (engineering)
1
13
Knowledge (religion)
1
13
Knowledge (geography)
1
13
Knowledge (history)
1
13
Knowledge (local)
1
13
Situational Bonus:
+10 Disguise when using Hat of Disguise
+2 resistance bonus on saving throws against poison
+2 racial saving throw bonus against illusion spells and effects.
Ghost Sound is one of my favorite spells. It's a great utility spell, that can be really powerful in many situations. It can be used in combat as well as in role playing.
Ghost Sound is a level 0 illusion spell available to bards, sorcerer and wizards. Gnome Magic allows gnomes to use Ghost Sound once per day as a spell like ability. It last 1 round per caster level and produces as much noise as 4 humans per caster level. The produced sound can be virtually anything.
The usage of Ghost Sound always depends on the situation. In combat it can be used to create a distraction, may allowing your allies to land attacks of opportunity or delaying actions of your enemies. Out of combat Ghost Sound can be used to support a lie or distract guards. I gathered some examples below.
In combat
This was one of the first times I successfully used Ghost Sound. My group fought a bunch of goblins in a cave. We were out numbered, the melee fighters were completely surrounded. As I had no higher spells left I used Ghost Sound to do something. Creating the sound of 16 charging Knights in the tunnel leading into the cavern, I were able to convince some goblins, that our back up troops arrived. Most of them tried to flee allowing the fighters to get the upper hand in the fight.
To use Ghost Sound in such a way, it is important to make it convincing. Firstly the source of the sound should not be directly visible to the target. Not even goblins will believe you, if you create the sound of an charging army on an empty plane. Secondly the produced sound should fit into the surrounding. If you are in a cave use the sound of giant insects, goblins and kobolds instead of bisons. The Bestiaries provide lists of monsters for every terrain type. At last choose sounds creating fear in your enemies. The descriptions of monsters often state their enemies or fears. You might can find something by knowledge rolls.
As a gnome you can use the metamagic feat Threatening Illusion to flank a foe. The targeted field is considered as threatening enemies. The feat raises the spell level by one but a threatening Ghost Sound is still a good choice for level one spells. The effect probably will only last one round, but your rogue will thank you.
In role playing
The real strength of Ghost Sound comes into play once combat is over. The spell can be used in almost any situation.
Causing distraction is probably the most common use of Ghost Sound. It begins at the towns gate by creating the sound of a brawl to distract the guards to avoid paying 2 silver coins per feet. When you reach the market distract a merchant with the sound of fighting chickens in his cages, to allow your rogue to acquire a splendid lunch. Whenever a NPC has to be distracted, Ghost Sound is a good first choice.
Ghost Sound can be used to support your statements or to alter the attitude of an NPC. If you want to convince a NPC that the group on the next table is plotting to kill him, we will be more likely to believe you if he hears constant mumbling. The guards might help you if the bandits scream about killing guards and taking their wives. General advise: let the target hear what he wants to hear in order to support your own needs.
Conclusion
As Ghost Sound is a level 0 spell it is tempting to use it all the time. However keep in mind that Ghost Sound is only as effective as your game masters allows it to be. At some point the GM will snap, if you repeat the same trick over and over again. My advise: only use Ghost Sound occasionally and describe it precisely. Also explain what effect you are looking for. You won't always get the wanted effect, but putting more effort in the descriptions makes it more likely.