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Dark, mysterious, and dripping with ominous potential, the Shadow Plane is a favorite of spellcasters and arcane experimenters. Both coterminous and coexistent with the Material Plane, this strange realm provides creatures for summons, energy for spells, and a risky shortcut for canny travelers. In this tome you will find some secrets of the Shadow Plane unmasked. The Handbook to the Shadow Plane provides new denizens, hooks, and qualities for the Plane of Shadow, including new rules on traveling between layers of shadow, plane-specific encounters, and treasures you might plunder from this mysterious world. Inside the Handbook to the Shadow Plane, you will find:
Don't leave home without it! Get it on Zenith Games, RPGnow/DriveThruRPG, or Paizo.com!
Hello All! It's time to list all Starfinder Guides in the same place, similar to Pathfinder's Guide to the guides. You can find the Starfinder Guide to the Guides below. Eventually, you'll be able to find guides to every class, race, and aspect of the Starfinder system within. . Starfinder Guide to the Guides . Please comment below with guides that are not yet on this list. Also, please mark this post as an FAQ candidate to get it sticky'ed to the top of the forum. Happy flying!
Benjamin Medrano has made something incredible with 365 Magic Items. Inside you’ll find weapons and armor, shields and rings, rods, staves, crowns, and wondrous items of all sorts. You’ll find magical sets, such as the celestial crescents and set of the fool. You’ll find sets of sin ranging from envy to wrath. Within are weapons of incredible power, such as bonedrinker, blade of the moon, and the elemental wheel. Alongside them are commoner tools, such as the coin of good fortune and magistrate’s gavel. Have a character concept? You’ll find something for it within. Need a campaign-driving MacGuffin? Try the pearl of life or crown of the necromantic lord (or dozens more). Maybe you’d like an eternity seal to lock away a cursed treasure? Or an ephemeral breastplate for a quick escape? Or a clone amulet for the ultimate backup plan? You’ll find all that, and hundreds upon hundreds more, within. Enjoy. You can check it out on Paizo, RPGnow or the Zenith Games Blog.
Let's mix up the playbook a bit. The races presented within are more than just a collection of minor attribute bonuses and abilities designed to get a bit more damage out of a longsword. These races are unique, vivid, and bizarre in a balanced and instantly recognizable way. They change the game, and present an excellent, fascinating toolkit for players interested in variety. With these bizarre races, nobody will forget who you are or what you look like. With these races, suddenly your game is new again.
Available now on Paizo, RPGnow, and Zenith Games
Exploit your wildest emotions with the powerful maniac! Maniacs are reckless arcane spellcasters that enter into an altered state of consciousness called rave. While in a rave, these rash enchanters draw upon a set of primal forceful emotions rooted deep in their psyche. Burning emotions to fuel their magical abilities, maniacs harness powers that other arcane practitioners consider unreliable if not outright dangerous. Often ostracized by society and treated as lunatics by their peers, maniacs seek out extreme situations in which they can explore the full emotional array, drawing them towards a life of adventuring. Included in Maniac Character Class:
Get it at RPGnow, Paizo, or Zenith Games for only $0.99!
Add some challenge into your game with 101 Cursed Items! 101 Cursed Items presents a litany of memorable and engaging curses to use in your game. Each curse and drawback enhances the story and mythos of your campaign, providing additional challenges without seeming unfair. The curses and drawbacks within range from goofy to punishing to campaign threatening, but they are always fun for both the GM and players, presenting unique complications that must be overcome for the party is to survive. 101 Cursed Items Includes:
You can get it at the Paizo Store, RPGnow, or the Zenith Games Blog
A most unusual adventure for CR 5 leshy characters. In We Be Leshys, the players control leshys out to protect the Brindlewild Forest. They survive a deadly trap, struggle against a corrupted friend, save their creator from a dangerous mob, and take on an insane, demon-summoning sorcerer. We Be Leshys includes nine new playable leshys which combine the aspects of a classic adventuring party with true floral flavor. We Be Leshys is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 28 pages long and only $1.99. Included in We Be Leshys:
By Jeff Gomez and Mike Welham This one is awesome, folks! Enjoy! Get it today on the Zenith Games Blog, Paizo or RPGnow!
Witches gathered in occult circles. Crones toss human eyes into a cauldron. Cultists raise ancient kings from the dead. This is the life of a paragon hag. It is a dark life, overflowing with mysterious power and evil pacts. These stooped crones will do anything for power. Their terror and cruelty are legendary. Master occult rituals! Transform children into changelings! Broker lopsided deals with mortals! Become the Hag. Contained inside Paragon Hags and Occult Covens:
Get it now on the Zenith Games Blog, Paizo, or RPGnow.
Want to write an adventure for Zenith Games? Just want to make sure your home game is amazing? Here are the top 12 tips for writing adventures from Zenith Games. Link to Better Formatted Blog Post. 1: Show, Don't Tell
Bad: The inspector calls you into his office. He tells you about the murder in gruesome detail.
Bad: The newspaper says Dr. Jones has killed himself. Not a good sign.
2: Two to Four Quirky Characters
Additionally, NPC names should not sound anything like one another. No Sauron and Saruman, particularly if they are both evil wizards. Bad: The dwarf before you is a stocky fellow, no more than chest height on an average human. His clothes, while well kept, are old and somewhat faded. On his left hand, he wears a ring bearing a star and lion, symbols of house Greygull. Massive black eyebrows cast a shadow onto his weather-worn face. This is a dwarf who has experienced much sorrow in his long life. Those brown eyes have seen disaster, even if the dwarf does not want to show it. Still, he maintains a firm upper lip, and talks with quiet confidence.
Bad: A villager greets you at the door. "Welcome to my house! My name is Gunther, and I would be pleased to host you. Meet my wife Endria, and my two sons, Backan and Brukan. My daughter, the fair Veleania is out with the doctor's son Murton. If you need anything, just ask!"
3: Consequences for Success/Failure
Bad: The troll devours the mayor's son, then disappears into the night. He begs you to continue on your quest to slay the beast, lest others should meet the same fate.
Bad: You defeat the villain, but he teleports away. Drat!
4: Three-Clue Rule & No Dead Ends
Bad: You didn't find the letter ... so you wait around for a few days until something happens?
5: No Timing Coincidences
This rule can be stretched for the very start of an adventure, but no further. If you don't need to stretch this rule, don't. Bad: You've arrived just in the nick of time! The cultists only have one minute before they complete their hours-long ritual.
6: Context: When and Where?
Bad: After dispatching with the griffons, you make your way into the village.
7: Variety is the Spice of Life
Bad: In the lair of the monkey king, there's loads of monkey to kill and plenty of climbing challenges. Strong characters, particularly rangers with favored enemy (monkeys) will go far.
8: Social/Skill Encounters
Bad: After slaying the guards at the gate, and then the knights in the courtyard, and then the evil advisor in the throne room, you now set your sights on the king in the treasury.
9: Encounters Move the Plot Along
Bad: You've rescued the damsel! On the way back to the castle you encounter and kill a troll.
10: Encounters Have Set Pieces
Bad: The thief draws his dagger in the street.
11: Encounters Have Gimmicks
Bad: The misguided knight charges from across the field. Roll Initiative!
12: Losing Actions isn't Fun
Instead, damage the PCs directly or throw obstacles at them. You really need to keep a PC occupied for a round? Don't paralyze them: Thrown them in a pit, place a weak enemy in front of them, require them to pull a lever, or encourage them to flee from a bomb. These all accomplish the same thing as paralysis (eating actions), but they allow the character to have a good time by taking actions to overcome challenges. Bad: The sorcerer has bestow curse, blindness/deafness, hold person, and phantasmal killer. Have fun watching others take actions!
Bonus: Writing Tips
Don't use "will."
Minimize use of "that." Minimize use of "is/was/are/has/have". Use action verbs! Vary sentence length. Vary word usage whenever possible. Don't use the same word in a paragraph more than once (articles/prepositions/conjunctions excluded). Don't introduce something without saying what it is doing.
Want to playtest an awesome new module? Zenith Games looking for Playtesters for We Be Leshys
Additional details: I'm looking for a few groups to playtest our upcoming We Be Leshys module by Jeff Gomez and Mike Welham . The module is about 3-4 hours long. It has its own custom leshys that the players will be play testing, so it's unlikely to fit into your existing campaign. After you run it, I'd like a few paragraphs on your thoughts, and I may ask additional questions. Your group will be credited in the final module (if you like), and you will receive a copy of the final module. You'll need to be able to run it and get notes back to me before the end of May. We Be Dragons will be found on our products page as well as Paizo and RPGnow. Respond to: zenithgames.blog@gmail.com with your name, credits (if any - not required), and when you would be able to play. Subject line should be "We Be Leshys Playtester"
Why are there so many spells for flinging flame, but none for harvesting crops? 101 Spells for the Common Man brings arcane power back to the people. Magic isn’t just for adventurers anymore. As the common folk go about their daily business, a select few augment their efforts using magic. No matter how rare magic is in your world, those working folk who possess the gift make good use of the following spells. While these spells make life easier for the common man, a clever adventurer can find use for them as well. Rob a bank with silenced work, or create a distraction with awaken instruments. Jot down a confession with recorder’s quill or put a guard to sleep with bed-time story. Remove a watery obstacle with expeditious evaporation or track the passage of time with shadowdial. These spells bring life to your world while providing a fun, creative new toolkit for PCs. Included in 101 Spells for the Common Man:
We had 18 writers contribute to this (even more than the Colossal Creatures Bestiary). It's a big one! Get it now on Paizo, RPGnow, or the Zenith Games blog. Only $3.99!
Eat your Enemies! Live Forever! Curse Everyone you Meet! Undead Paragon Classes II is here! I'm really happy how this turned out, with great comments in the playlists turning into some really awesome classes. Ever wanted to play an undead? Undead Paragon Classes II introduces three new 1-20 player classes: the Ghoul, Lich and Mummy. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf?
You may find Undead Paragon Classes II on Paizo, RPGnow, or the Zenith Games Blog. Undead Paragon Classes II is (shockingly) the sequel to Undead Paragon Classes I. Undead Paragon Classes I: Skeleton, Zombie and Vampire has also gotten a facelift. If you don't have it yet, you can find it on Paizo, RPGnow, or the Zenith Games Blog.
We have two open calls right now, so I figured it would be good to break them into their own thread. Each pitch should be a separate e-mail, and the pitch should be in the body of the e-mail. We are looking for SPELLS FOR THE COMMON MAN & CURSED ITEMS. Zenith Games is looking for Authors for the Spells for the Common Man
Zenith Games is looking for Authors for Cursed Items
Undead Paragon Classes II: Ghoul, Lich & Mummy Come look over Undead Paragon Classes II! Make comments both in the Google doc and in this thread (though this thread is betteR) Undead Paragon Classes II is the sequel to Undead Paragon Classes: Skeleton, Zombie & Vampire. In addition to nine classes, Undead Paragon Classes I, II & III will provide the options for Zenith Games’ upcoming “We Be Zombies” adventure (after the success of We Be Dragons). Paragon Ghoul
Paragon Lich
Paragon Mummy
Take a look! Make comments! Hold nothing back!
What Secrets Does the Occultist Hide? There is power all around us, and it settles in the things of the world. Attuned to psychic currents, the occultist wields might in the form of powerful implements. Their expanding collection confuses the uninformed, but some see the truth: in the right hands, each of these innocuous items is more powerful than a wizard’s staff. Inside these pages, you'll find new occultist material to enhance your game!
You can find Occult Secrets: The Occultist on Paizo, RPGnow, or the Zenith Games blog. Check it out!
What Secrets Does the Spiritualist Hide? No mere conjurer of cheap tricks, the Spiritualist serves as a conduit between the world of the living and the realm of the dead. Together with his possessing phantom, this spellcaster offers an incredible level of flavor and power to players adventurous enough to risk the occult. Inside these pages, find new spiritualist material to enhance your game!
Balanced, enjoyable, and easy to use in your game, Occult Secrets: The Spiritualist provides fantastic new class options for the Spiritualist. Get it today! Available on Paizo, RPGnow, or the Zenith Games Blog. Occult Secrets: The Spiritualist is by the fantastic Landon Winkler.
Happy Leftover Day! Here's the leftovers from The Gobbler Thanksgiving module, the awakened turkey. Enjoy!
A Thanksgiving special for only $1! Every year for the past six years, Giblet Turkey Farms and Slaughterhouse has suffered some great tragedy on the eve of Turkey Day. Gunter and Drumstick Giblet hire the party to protect their prestigious institution and get to the bottom of these mysterious matters. Through the night the PCs are visited by the Ghost of Turkeys Past, the Ghost of Turkeys Present, and the Ghost of Turkeys Future before coming face to face with the fearsome Gobbler.
You can find it on the Zenith Games Blog, on RPGnow or on Paizo for only a dollar! Take your pick!
The best monsters are big. Really, really big. Within these pages, you will find 81 creatures of colossal size, from CR 1 all the way to CR 26 (as well as a CR 33 and CR 40 monstrosity): straightforward enemies like the bearhemoth and sharknado, nuanced complexities like the draconic abomination and dreamer's nightmare, pushovers like the rusted colossus and pastorix, and megabosses like the tribunal wheel and harbinger of time. You’ll find animals, constructs, dragons, swarms, spellcasters, angels, brain eaters, kaiju, dimension hoppers, living siege weapons, and really big raccoons. In fact, you'll find every type and CR in the game. Need a colossal creature for an epic battle at any level? You'll find it in the Colossal Creatures Bestiary. This bestiary contains 81 colossal creatures, including:
You can find it on the Zenith Games Blog, at Paizo or at RPGnow for $4.99. Take your pick!
A most unusual adventure for CR 4 dragon characters. In We Be Dragons, the players control dragon wyrmlings out to avenge the genocide of their families. They struggle to save their adopted father against an assassination attempt, work with humans to locate the killer, and take on both a poaching company and a fallen paladin obsessed with the extinction of all dragons. We Be Dragons includes nine new playable dragons which combine the aspects of a classic adventuring party with true draconic flavor. We Be Dragons is a one-shot adventure that serves as an excellent introduction to Pathfinder or a refreshing break for an experienced group. It is 24 pages long, fully illustrated, and only $1.99. Included in We Be Dragons:
You can find it on our blog, at Paizo or at RPGnow. Take your pick! Praise for We Be Dragons
Celebrate this July 4th with an Independence Day themed module, or throw a firework show in your own adventure! The PCs have entered into a fireworks show in the independent village of Washingtown. They hope to beat opposing teams and win the star-spangled banner for themselves! Through their perilous journey they navigate complex firework crafting rules, defeat enemies such as freedom eagles and the statue of liberty, and destroy Renedict Barnald, a half-elf who sold his soul to the dark god of fireworks. Included in Rocket's Red Flare:
Besides, like all of our holiday modules, it's only $0.99! Rocket's Red Flare can be found on the Zenith Games website. It should be up on Paizo and RPGnow within the next few days.
Zenith Games looking for Playtesters for Rocket's Red Flare: An Independence Day Tale
Additional details: I'm looking for a few groups to playtest our upcoming Rocket's Red Flare module. The module is about 2-4 hours long, meant for 4th-6th level characters. You'll be entered into a competitive fireworks show, and possibly have to deal with some deadly competition! After you run it, I'd like a few paragraphs on your thoughts, and I may ask additional questions. Your group will be credited in the final module (if you like), and you will receive a copy of the final module. You must be able to run it and get feedback back to me by the 12th. Rocket's Red Flare will be found on our products page as well as Paizo and RPGnow. Respond to: zenithgames.blog@gmail.com with your name, credits (if any - not required), and when you would be able to play. Subject line should be "Rocket's Red Flare Playtester"
Superhero Classes: Superhuman, Animalman and Telepath is out! Three classes for the price of one ($2.99)! It’s a bird, it’s a dragon, it’s a superhero! Faster than a speeding arrow, more powerful than a rampaging troll, capable of leaping tall castles in a single bound! Superhero Classes: Superhuman, Animalman and Telepath introduces three new base classes for the superhero fans among us. They remain true to the source material, flexible enough to build nearly any superhero you can think of, and friendly enough to the fantasy landscape to fit into any campaign. Included in Superhero Classes:
Zenith Games is looking for Playtesters for We Be Dragons I'm looking for a few groups to playtest our upcoming We Be Dragons module. The module is about 2-4 hours long. It has its own custom dragons that the players will be play testing, so it's unlikely to fit into your existing campaign. After you run it, I'd like a few paragraphs on your thoughts, and I may ask additional questions. Your group will be credited in the final module (if you like), and you will receive a copy of the final module. We Be Dragons will be found on our products page as well as Paizo and RPGnow. E-mail me at zenithgames.blog@gmail.com with your name, credits (if any - not required), and when you would be able to play. Subject line should be "We Be Dragons Playtester"
Superhero Classes - Superhuman, Animalman and Telepath Hello Everyone, Zenith Games has more classes coming at you, but first they need some playtesting! These three are superhero classes, and that means a few things. Superhero classes are played just like any other class in the Pathfinder Roleplaying Game. They have the same relative power as the other classes, and are designed to fit easily beside them. A party might consist of a wizard, rogue, and superhuman, or perhaps a paladin, alchemist, and telepath. Or, a party may decide to try their luck as Troll-man, Ooze-man, and Bat-man, or even recreate their favorite crime fighting teams from popular fiction. 1: Ability Score Increases: Much of a superhero’s power comes from intrinsic capabilities. Superheroes gain strange and terrifying powers, but they also develop basic abilities to the highest levels. Superheroes gain bonuses to their ability scores as they increase in level, usually +3 to three abilities scores by 20th level. Given that the increases are distributed over three ability scores, these bonuses cannot be game breaking. Compare these increases with the barbarian, who gains a +8 bonus to Strength and Constitution when raging by 20th level. 2: Natural Power: Superheroes draw from the same force as the gods and mystical beasts. Theirs is a natural power, a perfection of mental and physical form that comes with practice, reflection and luck of the draw. As such, most superhero powers are extraordinary abilities or supernatural abilities. Very few superhero powers are spell-like abilities or spells themselves. 3: Permanent Abilities: A superhero’s capabilities are not limited by fatigue. He does not need to recharge his superpowers, nor does he need to rest to recover strength. A superhero either has a power, or he does not – with few exceptions, a superhero cannot run out of an ability, and may use everything at his disposal freely throughout the day. This aspect of superheroics allows for the early permenant receipt of unusual abilities, but at very weak levels. For example, a superhero may gain flight at level 2, but he will only have a fly speed of 5 feet and a maneuverability of clumsy (which will, of course, improve over time). A superhero can even gain fast healing, though fast healing 1 by level 8 and fast healing 2 by level 18 isn’t going to be game breaking by any means. The three classes I have for you today are the Superhuman, Animalman and Telepath Superhuman (think Superman, Wonder Woman, Captain Marvel): It’s a bird, it’s a dragon, it’s a superhuman! Faster than a speeding arrow, more powerful than a rampaging troll, capable of leaping tall castles in a single bound! The superhuman is everything that most adventurers aspire to be – strong, fast, and stalwart, a man or woman with the powers of a god. Superhumans are known for powerful grace. Whether descending from the clouds, healing from fatal wounds, or seeing through solid stone, superhumans make even the impossible seem easy. Role: Superhumans are powerful and hearty. They belong in the thick of combat where they can put their physical might to the test. Many superhumans make also excellent scouts, combining super movement such as flight with super senses such as x-ray vision. Animalman (Think Batman, Spiderman, Antman, Wolverine/Trollman):There is much inspiration to be found in nature. From the bat, to the spider, to the ooze, the animalman believes that power can be drawn from all creatures, no matter how large or how small. Humans and their kin are, after all, relatively weak next to the wonders of the animal kingdom. What is an opposable thumb compared with the regenerative power of the troll or the furnace of a dragon’s breath? All animalmen choose a single animal to serve as their guide and muse. As animalmen grow in strength, they gain the abilities of the creature they model. Role: An animalman’s role in an adventuring party mimics his animal’s role in nature. While many act as front line combatants, others rely on speed, guile, or sheer invulnerability to achieve their goals. Telepath (Think Professor X, Jean Grey, Emma Frost): A strong mind is the only weapon a telepath needs, and she wields it fiercely. She leverages her intellect to make attacks from afar, shove her opponents or physically lift them into the air and throw them. She uses her wisdom to protect herself, with mental armor and telepathically enhanced constitution. She uses her force of will to influence her enemies, charming, stunning, or dominating them as the situation merits. The telepath is a multifaceted superhuman, an adventurer who knows that the mind is mightier than the sword. Role: The telepath contributes in martial combat, subterfuge, and wars of will. She hones her mind into a weapon to deal physical damage or mentally overpower her enemies. Take a look! Make comments! Hold nothing back!
Many people balk at giving the PCs fast healing or regenerations of any type, and I'm interested in hearing thoughts on both sides. Here are my own. Fast healing is useful in three situations: in combat healing, out of combat healing, and edge cases. In Combat Healing: The average combat, anywhere from level 1 to level 20, lasts about 4 rounds. If a character with fast healing 1 is damaged before his first turn of combat, then he heals four hit points. At level 4, those 4 extra hit points are equivalent to the Toughness feat, but as the character gains levels fast healing 1 lags behind. In terms of in combat hit points, a character needs to gain fast healing 1 for every 4 levels he has. Of course, however, fast healing has other uses which far outshine it’s meager in combat healing abilities. Out of Combat Healing: By 3rd or 4th level, all parties have an easy way to heal out of combat: a wand of cure light wounds. These cheap (750gp) items mean that a party of any reasonable level need not worry about out of combat healing. After each encounter, it is simple to heal up to full hit points. While fast healing does save a few gold pieces (each hp healed by the wand costs about 3gp), it’s not a valuable part of the equation. Instead, it's simple, ease of use time saver. Edge Cases: Here is where fast healing really shows its worth. Fast healing essentially provides immunity to bleed damage, and has the capability to bring creatures below 0hp back to fighting status without outside help. Given that low fast healing is weaker than the Toughness feat during combat, and unnecessary outside of combat due to healing items, these edge cases represent fast healing’s true worth – a valuable, but not overpowered, investment for some characters. As a frame of reference, eidolons can gain fast healing 1 with a 4 evolution point investment, barbarians can gain fast healing 1 per six levels while raging with a rage power, an inquisitor can use his judgement to gain fast healing 1 per three levels, and a spell eater gains fast healing 1 per three levels while bloodraging, I think that fast healing 1 is about feat power at about character level 8 or so (when a fighter would have around 65 hp). What are your thoughts? Would the following feat be too powerful? Too weak? Fast Healing
Ever wanted to play an undead? Undead Paragon Classes introduces three new 1-20 player classes: the Skeleton, Zombie and Vampire. These classes provide strong, balanced options for undead players while hitting all of the classics of each monster. Undead Paragon Classes also delivers a 0RP racial template, the Rotting Corpse, which can be added to any other race to make it undead. Why play a dwarf when you can play a rotting dwarf? Dip multiple undead classes! Infiltrate the ranks of the living! Start an all-undead campaign! Literally spill your guts on your enemies! You can find Undead Paragon Classes on the Zenith Games blog or the Paizo Store. Included in Undead Paragon Classes:
Jacob’s Tower is the critically acclaimed mega-dungeon for the Pathfinder Roleplaying Game. Regardless of your world, plot, or players, it is easily run in any campaign or as a mega-dungeon. You can find more information or purchase on the Zenith Games Blog or on the Paizo Store. Jacob's Tower is an adventure for three to six 1st through 13th level PCs using the Pathfinder RPG rules. It is 152 pages long and meticulously play tested—that's 13 different modules for the price of one. These modules can be inserted piecemeal into a campaign or run as an mega-dungeon campaign. The dungeon is designed to test a party’s versatility and flexibility, utilizing every skill and creature type in the book over every three Levels. It both introduces new players to the wonders of the Pathfinder Roleplaying Game and gives experienced players a non-traditional setting in which to test their skills. Praise for "Jacob's Tower:"
The module where level 1 characters fight a great wyrm dragon! You can find more information and purchase on the Zenith Games Blog or on the Paizo Store. A non-linear search for hidden artifacts that culminates in an attack on a huge red dragon, "Dragons are Above My Pay Grade" provides heroes with an electrifying start to their careers. Who doesn’t want to fight a dragon, even if it is above your pay grade? "Dragons are Above My Pay Grade" is an adventure for three to six 1st level PCs using the Pathfinder Roleplaying Game rules. It is 23 pages long, fully illustrated and in color. Sunstone Island seemed like the perfect opportunity. Idyllic weather, pleasant beaches, docile animals, and, most importantly, a mine absolutely bursting with gold. Peter Grimples, owner of the Grimples Mining Corporation, was so enthusiastic to exploit these virgin resources that he personally headed the mining colony on this remote island. The volcano? Looks pretty quiet. The tribe of kobolds? Nothing a group of wide-eyed heroes can’t handle. That is, until the kobolds resurrect the red dragon Varaug onto the island. With reinforcements weeks away, suddenly the cheapest heroes money can buy don’t seem quite up to the task. To combat this sudden and unexpected threat, the heroes must follow in the footsteps of the legendary native A’uapa who slew Varaug many centuries ago. Following the instructions of a turncoat kobold who would like nothing more than the death of the merciless dragon, the heroes collect the dragon-slaying tools of A’uapa hidden across Sunstone Island. These poisons, blessings, spells, and weapons are heavily guarded, sequestered in dungeons or protected by kobolds. As the heroes traverse the island, following clues, unlocking riddles, and completing challenges, their already formidable adversary grows stronger and the colony town that they call home grows weaker. Can the heroes collect enough dragon-slaying weapons to defeat Varaug before he destroys the mining colony along with any chance of future employment? How could the party’s first contract go so wrong? "Dragons Are above My Pay Grade" features a mining town, a fleshed out island with wild beasts and tropical hazards, a range of mini-dungeons and challenges, and a host of original enemies, spells, poisons, items, and traps. And, of course, the opportunity for a 1st level character to face a red wyrm!
This is for the guys commenting on the Guide to the Guides to talk about medics. Derek Dalton wrote:
Need a Thanksgiving one-shot? Want it to be free? Boy, have I got you covered. You need The Gobbler. Every year for the past six years, Giblet Turkey Farms and Slaughterhouse has suffered some great tragedy on the eve of Turkey Day. Gunter and Drumstick Giblet have hired the party to protect their prestigious institution and get to the bottom of these mysterious matters. Through the night the PCs are visited by the Ghost of Turkeys Past, the Ghost of Turkeys Present, and the Ghost of Turkeys Future before coming face to face with the fearsome Gobbler.
You can read The Gobbler here. I would love to hear your thoughts!
Need a Thanksgiving one-shot? Want it to be free? Boy, have I got you covered. You need The Gobbler. Every year for the past six years, Giblet Turkey Farms and Slaughterhouse has suffered some great tragedy on the eve of Turkey Day. Gunter and Drumstick Giblet have hired the party to protect their prestigious institution and get to the bottom of these mysterious matters. Through the night the PCs are visited by the Ghost of Turkeys Past, the Ghost of Turkeys Present, and the Ghost of Turkeys Future before coming face to face with the fearsome Gobbler.
You can read The Gobbler here.
I've made a guide to the Ninja! Comments, questions, and concerns are appreciated. Let me know if you disagree with anything, or if I've left anything out. Part I: Introduction, Attributes, & Races
Pathfinder doesn't have a great way of dealing with large groups of enemies. Sure, you can apply the horde or swarm rules, but these don't seem like accurate representations of fighting enemies. Anything more than half a dozen enemies and combat gets seriously bogged down. I've been using the Score and Squad templates in my game for the past dozen sessions. The results are fair, balanced encounters that accurately represent large groups of enemies. I would be interested in hearing other people's thoughts. The rules will be updated here. Squads:
Squads represent 4 base creatures. Add 2 to the CR. Squads are one size larger, but do not need to take up a perfect square. They can squeeze. Their health is doubled, but all other defenses, such as AC and saves, remain the same. Area attacks deal double damage against them. The maximum damage of any single target attack on a squad is the full HP of one of their members. Criticals can overcome this max damage. Squads gain +5 attack (and +5 CMB) and double damage. Thus, if the base creature attacks at +7/+2 for 10 damage, the squad of 4 would attack at +12/+7 for 20 damage. If the Squad inflicts something that requires a save (such as a spell, poison, or gaze attack), the DC for that save is at +5. Moving through Squads uses the standard tumble rules, but the tumbler gains a +10 bonus. Any time a squad provokes, it provokes twice. Squads count as two enemies for the purposes of cleave. Any regeneration or fast healing is doubled. Squads are immune to single target rebuffs. Score: Scores represent 20 base creatures. Add 6 to the CR. Score are four sizes larger, but do not need to take up a perfect square. They can squeeze. The HP of a score is multiplied by 10 but all other defenses, such as AC and saves, remain the same. Area attacks deal quadruple damage against them. The maximum damage of any single target attack on a score is the two times the HP of one of their members. Criticals can overcome this maximum damage. Melee Attacks: Scores may attack all adjacent and engulfed enemies using their normal attack routine at +5 attack (and +5 CMB) and double damage. This means as a full round action they get their full (potentially iterative) attack against all adjacent enemies. Engulfed Melee: If any enemy is surrounded on all sides by a score, the Score instead gains +10 attack (and +10 CMB) and quadruple damage against them. This engulfed attack happens simultaneously to the adjacent melee attacks. Note that two enemies may stand next to each other within a score and not suffer this additional damage. Ranged Attacks: Choose an area equal to the size of the score. All creatures in that area, enemies and allies alike, are attacked with the Score's ranged attack at +5 attack and double damage. When attacking other scores or squads, this counts as an area attack. If the Squad inflicts something that requires a save (such as a spell, poison, or gaze attack), the DC for that save is at +10. Moving through Scores uses the standard tumble rules, but the tumbler gains a +10 bonus. Any time a score provokes, it provokes five times. Scores count as five enemies for the purposes of cleave. Any regeneration or fast healing is multiplied by 5. Scores are immune to any single target de-buff.
This guide is not mine, but since it's going on the Comprehensive Guide to the Guides it should have a discussion thread. Face_P0lluti0n’s Guide to Weapon Finesse Discussion Discuss if you have comments!
Alright, who can come up with a more damaging martial build than Teddy Rosy? He's a Human Two-Handed Weapon (archetype) fighter with a Falchion. He doesn't mess around with spring attack or anything craze. There is nothing revolutionary about the build - he grabs all the usual feats. I'm just curious if there is any way to get even more damage. His 12th Level DPR against an AC 27 enemy is 81. Here is his feat list:
1: Power Attack, Weapon Focus: Falchion, Furious Focus
STR:20 (18+2)
Or, a better formatted and more thorough look here. So, two-handed really is the best way to go. Does somebody have something better? Or anything obvious I've missed?
Anybody have the average flat flat footed AC of monsters by CR? I can find their average AC and average touch ac (here), but not their average flat footed.
I don't understand why rogues get such a bad reputation. Let's compare Rogues to melee Fighters. I'll be breaking each class down into roughly equivalent class features and directly comparing them. Is each level of sneak attack worth an extra feat?:
Fighters get an extra feat every other level. Rogues get +d6 sneak attack every other level. To best compare these two class features, let's convert sneak attack into a feat called "Smack Attack." If a fighter would be benefitted by taking Smack Attack with his extra feats, then sneak attack is worth that class feature. Smack Attack: You deal an extra 3.5 damage on all attacks when your target is denied his Dexterity bonus to AC or being flanked by you. This damage is not multiplied on a critical hit. You may take this feat multiple times, and its effects stack. 3.5 damage is a huge amount of damage when it comes to feat given bonuses. In my games at least, melee fighters are attacking with one of the Smack Attack conditions at least half the time. To give Rogues a disadvantage in this comparison, let's round it down to an even 50%. Thus, if they got the Smack Attack bonus half of the time, then Smack attack would add an average of 1.75 damage per swing. A feat that does an average of 1.75 additional damage to every hit. Would I take that feat? Yes, yes I would. I'd take it till the cows come home. Smack Attack deals an average of .75 more damage than Weapon Specialization.
Granted, with more feats fighters can make more flexible builds. But it usually doesn't take more than four or five interesting feats to make the a build concept. After that, I'd add on Smack Attacks any day. Verdict: Tie at the very least, but my personal advantage goes to the Rogue. A feat that gives 3.5 damage to each hit when flanking? Give it to me. Is a point of BAB and 4 health worth 24 skill points?:
By Level 20, Fighters get 5 more Bab and 20 more HP. Rogues get 120 more skill points. Or, per level, is .25 BAB and 1 HP worth 6 skill points? I'd gladly trade a single point of BAB and 4 HP for 24 skill points, and I'd be hard pressed to think of a fighter build that wouldn't be benefitted by doing this at least a couple of times. Skills are useful in combat - perception, acrobatics, climb, stealth, handle animal, even intimidate and bluff can all add significantly to the combat abilities of a melee character. Consider all of those times you are deciding between 1 HP or 1 Skill Point for your favored class bonus. What if that were 1 HP and 1/4 BAB or 6 Skill Points? Looked at another way, if 1 HP and 1 Skill Point are roughly equivalent (both potential favored class bonuses), then is .25 BAB worth 5 Skill Points? Still not buying it? Over four levels, would you rather have +5% to hit and 4 HP OR a +5% to succeed at 24 different skills (or a +10% to succeed at 12 different skills, or a +20% to succeed at 6 different skills, or a +40% to succeed at 3 different skills)? That seems obvious. As a cherry on top, Rogues have 22 class skills, while Fighters only have 10. That's a difference of 36 potential skill points, upping the total number of skill points to a 156 point difference. Verdict: Tie for those who simply cannot figure out how to use skills in combat, and do not care about anything outside of combat. For everybody else the Rogue has a significant advantage. Are the Rogue's miscellaneous features equal to the Fighter's miscellaneous features?:
Fighters get heavy armor and marital weapon proficiency, armor training, and weapon training. Rogues get 4 rogue talents, 6 advanced rogue talents, evasion and uncanny dodge. Let's run through them. I'll convert them to an approximate value of feats based on similar existing feats if possible. Both classes have 2 weak saves so we don't need to go into that. Heavy Armor Proficiency is great, but it can be taken as a feat. 1 Feat. Martial Weapon Proficiency is good, but if you want to use a specific weapon you can take proficiency as a feat. 1 Feat. Armor Training is good, but can usually only gain an additional AC or two given a normal Fighter Dexterity. 2 Feats (such as dodge) Weapon Training is great, granting an additional +4 to attack and damage with your primary weapon by level 17. No arguing with that. 8 Feats (4 weapon focus, 4 weapon specialization) That's about 12 Feats worth of bonuses for the Fighter, give or take a handful. Rogue Talents are notably underwhelming, but remember that all four of them can be converted to feats that the rogue needs (Combat Trick, Finesse Rogue, Weapon Focus, and Ninja Trick>Combat Trick). If you don't like any talents, simply make them feats. This means that at level 10, rogues can have only one feat fewer than fighters. 4 Feats. Advanced Rogue Talents are much better. One is equivalent to a feat (Feat), several others are at least as strong as feats (Crippling Strike, Improved Evasion,), and many of the rest are about equivalent (Stand Up, Armor Mastery, Terrain Mastery, Trap Spotter). 6 Feats. Evasion is fantastic, and has saved the skin of many a Rogue. 2 Feats. Uncanny Dodge is super situational but worth mentioning. 1 Feats. That's about 13 Feats worth of bonuses for the Rogue, give or take a handful. Verdict: Tie (well the fighter is one down, but that is close enough). Weapon training is really floating the Fighter here, but it's hard to compete with all of the talents. Given that all four rogue talents can be converted directly into feats, and there are many excellent advanced rogue talents, I feel that the talents class feature gets an unnecessarily bad reputation. Conclusion:
Overall we have a tie, although for each individual comparison I would favor the Rogue. I'd rather have Sneak Attack than the extra feats. I'd rather have 6 skill points per level than a quarter BAB and a single hit point. And I'd rather have 5 feats from rogue talents, 5 rogue talents, evasion and uncanny dodge than heavy armor proficient, martial weapon proficiency, armor training, and weapon training. If anything, I'd say the Rogue is more powerful than the melee fighter. Thoughts? Does anybody disagree with any of these comparisons? Are there any class features I am missing? Ideally, responses in this thread will take up one of the three questions posed above, or explain why a class feature comparison is not a viable way of comparing classes. That will help frame the discussion and should make this a more specific and organized conversation. I'll likely update this post with more info here after I get some responses: Why the Rogue is Not Underpowered
There are plenty of posts on this forum about inter-character conflict leading to inter-player conflict. I wrote up a little ditty to help people out, and I would love to hear people's thoughts and experiences. How to Prevent Inter-Party Conflict Let's get a few things straight. Conflict between characters isn't always bad. If the Paladin is constantly chastising the Rogue for stealing, the wizard turns out to be a traitor, or the barbarian keeps slaughtering the Bard's patrons, it can make for some excellent roleplaying. However, when inter-character conflict turns into inter-player conflict, gaming groups can fall apart. Although it can be deadly, preventing inter-player conflict isn't actually that difficult, provided the conflict actually comes from the game (nothing you can do if two players naturally don't like each other). Let's look at inter-party conflict from three perspectives: The GM, the Instigator, and the Victim.* As the GM:
When starting the game, you have to set guidelines. For new groups, or players that don't know each other well, you should probably prevent all inter-character conflict whatsoever. The best way to do this is nip it in the bud. Before the campaign starts, let players know the rules: "Just so you guys know, I want to minimize inter-character conflict for this campaign. That means that I will not accept evil characters or characters that you think will be difficult for the other players. Feel free to make loner-type or anti-social characters, but make sure they will actually care about what the party thinks of them. And definitely no backstabbing or stealing loot." If you have already started the game and an issue crops up, then you have a more difficult task ahead of you. Players will often defend their decisions by claiming "It's what my character would do." Although this may be true, it is certainly not a justification for causing problems. You have to let your players know that this type of behavior is simply not acceptable: "I understand that this is what your character would do, but it's causing problems for the other players, decreasing everyone's enjoyment, and making our gaming sessions a lot less fun. Let's see if we can tweak your character so he's still fun for you to play but isn't an issue in our group. I'm sure that we can find a healthy balance, but we just can't keep having sessions like this." Hopefully that should get the point across. If the player is a good guy, then he should understand and make the proper adjustments. If he has been playing the character a while then he may get attached to the way he works, but help him understand that everybody will be happier with some changes. If need be, help him roll up a different character. If the player is completely ornery and will not listen to your suggestions then you may have to kick him out of your group. A player who values his own story above all others is not somebody you want mucking around in your world. As the Instigator:
I'm going to keep this short and sweet. Preventing inter-party conflict as the Instigator is as simple as asking one simple question: "Hey, I think it would be cool and interesting if my character would do this. However, I recognize that it might cause some problems for your character. Would you be okay if my character did it? I totally understand either way." If the player says no, guess what - you are not doing whatever you wanted to do. If you feel that it is some action your "character would take," then that's totally understandable. It just means you have to change your character to one your friends would enjoy playing with. Are you sacrificing the integrity of your character? Yeah, probably. But in no way is the integrity of your character more important that the enjoyment of your fellow players, or the cohesion of your gaming group. As the Victim:
First ask yourself this: Are you really the Victim? Or are you causing problems of your own? In most conflicts, both parties act as Instigators. Read the Instigator section, then come back here. I'll wait. ... Okay, if you are really an angel and are the victim of another player's abuses, then you are in a tough spot. You have two options. The first, potentially awesome, potentially blow-up-in-your-face way is to roleplay. Try and let the issue roll off your back (as the player at least), enjoy the developing character conflict, and roleplay your character. The rogue is stealing loot? Time to send him a message with a cursed item. The paladin is being a goody-two-shoes? Let him know what happens when he stops you mid-rage. Wizard is actually evil? Kill him of course! While this method can be fun, it suddenly turns you into the Instigator, and thus (possibly) the problem. It can be great, or it can simply escalate the situation. Be careful. The second, safer, and probably better option is to talk to the instigator. Let him know that the way he is playing his character might be fun for him, but it is not fun for you: "Hey, I know you like playing your character this way but it's really causing me problems. I've been enjoying sessions less and less, and I think that without the inter-character conflict I would enjoy them a lot more. Do you think you could roleplay your character in a slightly different way that doesn't put our characters at odds?" If he doesn't listen, then bring it up with the GM and other players (and point the GM to this post). If they don't listen, and you really aren't enjoying yourself, then it might be time to find a different group. *If you've been gaming with good friends...:
* If you have been gaming with a group of close friends for over a year, then all of these suggestions start to slide. You (hopefully) know each other well enough that you can work these things out directly, and get some great roleplaying out of it. However, if you are new to a group or not too close of friends with the guys, be sure to read this post carefully and act accordingly. I'll likely be making revisions and edits as you guys comment. You can check the updated version here: How to Prevent Inter-Party Conflict
I wanted a spellcaster with a similar mechanic to a Barbarian's Rage - So, I made the Mage. The mage can enter into a meditation, gaining +4 to her spellcasting stat and a +1 to CL. She also gains access to "meditation powers" to mirror the barbarian's rage powers. However, she is vulnerable while meditating, and "befuddled" upon exiting it. Here is the fluff: Deeply introverted and intelligent, the mage has a deep and healthy respect for the power she wields. Often found on impassable mountaintops, in deserted forests, or deep within abandoned ruins, she values solitary refinement of understanding above all else. After years of meditation and quiet contemplation, some mages find it freeing to use their powers actively, shaping the world to suit their own ideals. The few mages that do venture out into danger do so to further their own comprehension of the universe, or set in motion some larger and more sophisticated goal. Role: By entering into a trance like state called meditation, the mage can boost her own abilities by sacrificing her defenses. Mages are able to cast spells more powerfully than their sorcerer and wizard brethren, but are often unable to defend themselves should the danger get too close. Intelligent, wise, and worldly the Mage often acts as a stabilizing force for a party, calmly recommending the best course of action in any given situation. And here is the crunch: The Mage Thoughts?
I see a lot of new GM's asking for general advice, so I wrote up a little ditty. Here it is. 1: Find Out What Your Players Want and Adjust Accordingly:
The golden rule of GMing is this: Give your Players What they Want. Before the campaign begins, ask each of your players a series of questions regarding play style and campaign preference. Then adjust your plans as much as you can bear to meet these needs. Your players want to be Super Powered Gods? Lower the difficulty. You players want a gritty experience? Raise the difficulty. Your players want an open world? Give them an open world. Your players want great roleplaying? Encourage character development and shush people who aren't focused. Here is the questionnaire that you should send out to your players: New Campaign Questionnaire. Make sure to fully absorb and analyze the results! Bonus Points: Make adjustments in game. If a player has expressed interest in thievery, then draw up some thieving quests. If the players want more combat, then give them more combat. 2: Prepare 3 Random Encounters and 10 Random NPCs:
Have a list of random encounters and NPCs ready before the game. These do not need to be fully developed - they are just something to quickly draw on when put on the spot. Sketch up two or three encounters that your players are likely to stumble into, be it a fight with a gang, an assassin come to kill a PC, or a random fight with an owlbear in the woods. Get the statblocks of each of these enemies and a general gimmick for the battleground (on rooftops, plenty of trees, overlooking a cliff...). This way you will be able to quickly and seamlessly move the game forward. Similarly, generate a list of about 10 NPC names and choose one distinguishing feature about each (missing left hand, persistent cough, drunk). Next time you are put on the spot for a random NPC, you have something to pull from. The heroes want to go to a shop? The shopkeep is the first NPC on the list. The guards come to arrest the PCs? The captain is the next NPC. By having a simple list of names and attributes, you can make your players believe that they are in a real world inhabited by real people. If you respond quickly enough, you can even make them think you have planned for every contingency! Bonus Points: Prepare one shop, one tavern, and one guard in detail, as your heroes are likely to encounter one of these each session. 3: Know the Rules:
As GM you must not only run the game, you must be the expert on it. Carefully read and digest all information that could be pertinent to the session. If you only memorize one section, make sure it is Combat. Combat is where play tends to get bogged down, and it is the most rules oriented. Make sure you understand actions, movement, and attacking. Make sure that you always have the rules handy. For Pathfinder, I highly suggest d20pfsrd.com, as looking things up online is as simple as a search function. For the first few sessions keep combat simple, but feel free to quickly look up rules you don't know. For the rest of your time GMing, if you don't know a rule come up with something on the spot and look it up after the game. Bonus Points: Understand the grapple rules. Just kidding, that's impossible. Instead, fully understand the classes of your PCs. 4: Have a Plan (and Don't be Afraid to Railroad):
For all GMs there is a struggle: Railroad vs Sandbox. Railroading is subtly forcing the characters down a set story path. When done correctly they will never know it is happening, and it can allow for more intricate plots. Sandboxing is allowing your characters free roam over the world, and permitting their actions and choices to have a great effect on the story and setting. When done correctly the players feel liberated and gain a strong connection to the world. Most GMs will tell you to run a Sandbox game. Most players will explain that they would like a Sandbox game. However, if you are a new GM, then don't be afraid to Railroad a little bit. Sandboxing requires a lot more work than Railroading, and you have enough on your plate already. Bonus Points: Allow your players two or three game altering choices, and have at least a vague idea where each path goes. 5: Know the Resources:
There are A LOT of resources out there. Plenty of people play your game, and 99% of them will help the new guy. Besides the forums, which you should frequent, there are random generators, map creators, character creators, art databases, campaign hosts, virtual tabletops, forums, and player finders. Here is a link to the Resources you should check out: Bonus Points: Make an account on the Paizo Message Boards, and ask any questions you have in either the Rules forum or the Advice Forum. 6: Utilize Game Time and Keep Combat Moving:
For the most part, people come to games wanting to game. Keep players focused, limit irrelevant conversation and, if you are feeling particularly Machiavellian, ban electronics. Move the game forward by directly engaging players. New players will often be in a rut if the obvious path does not present itself. Always give your players something to do, but be ready when they do something else. Similarly, keep combat moving. Get an initiative tracker and place it within easy view. Make sure people know if their turns are coming up so they can prepare ahead of time. Know the rules. If you don't know a specific rule, use your best judgement and look them up afterwards. Bonus Points: If a player is not ready on his turn, delay him. It might seem a little mean at first, but the next time he will be ready and everybody will thank you for it. 7: Keep the World Real:
It is vital that the players understand they are in a living breathing world. One bad habit of new players is to treat campaigns like a plaything. By performing ridiculous actions, killing random people, and referencing things his character couldn't possibly know, a player can take away from the game world - as long as you let him get away with it. Make sure that players understand that there are consequences for actions. If they make some snide remark to a king, they will suffer the king's wrath. If they attempt and fail to steal something, they will go to jail. If they randomly murder somebody in the street, they will get a price on their head. Ban any in-game references to things like computers, cell phones, or electric guitars. Unless everybody at the table is okay with it, these actions will detract from the game and completely prevent good roleplaying. Bonus Points: Reward good roleplaying. If a player takes the world seriously then make sure his character is rewarded. Spend more time on the players spending more energy and everybody will catch on. 8: Start at Level 1 and Play a Module:
Homebrewing (creating your own material) is great, but for new GMs you will probably want to run something somebody else wrote. This will allow you the breathing room and time to learn the rules and basics of game mastering. When running other people's work, you have two options: Modules, short three or four session adventures, or Adventure Paths, immense adventures that take dozens of sessions to complete. Usually, you will want to start with Modules. And always start at Level 1. What to play? For modules, check out the Beginner Box. It is made for introducing players and GMs to Pathfinder. The PDF can be purchased for $10 on the Paizo website, and the print addition costs $35. If you are on a budget, there are a number of free modules on the Paizo website as well. We Be Goblins is great fun, but it may not be what you are looking for. Hollow's Last Hope is great and well rounded, but it can be a bit long and intimidating for a new GM. If you want a fun one-session exploration of the combat system, then check out Level 1 of Jacob's Tower. It has virtually no roleplaying, but it is a great quick intro that covers plenty of concepts. Since it only takes one session to run, you should then be able to quickly jump into whatever you want to run afterwards Bonus Points: Modify your Module! Feel free to make tweaks and changes to your module based on the results of the New Campaign Questionnaire. Rule Number One should not be forgotten even when running other people's creations. 9: Say Yes, or the Rule of Cool:
Roleplaying games are improvisation with dice. If your players have a cool or creative idea, let them run with it. Never let rules or your own plan for the session prevent excellent play. Never say no to an action or attempt. You can say no to the intended result, but never the attempt. That's not to say that your players should succeed just because they try something cool. If a Level 1 Paladin in full plate is trying to leap from vine to vine in a jungle, let him try - but make sure his failure is spectacular, interesting, and moves the session forward. Bonus Points: Replace "Yes" with "Yes, and..." You succeed, but something unforeseen happens. Replace "No" with "Yes, but..." You attempt and fail, but something interesting happens. 10: Get Feedback:
Rule 10 goes hand in hand with Rule 1. After every session get feedback from your players. Make sure your players are enjoying the game, and find out how you can improve it. Ask for high points and low points. Ask what they want to see more, and what they want to see less. Proper communication is vital to successful GMing, and you will be amazing at how much you improve by simply asking how. Bonus Points: Send out an e-mail to get the feedback in writing. That way you can always look over what you have improved upon and what you consistently need to change. This list will be updated and revised here: 10 Tips for New GM's. What have I missed?
I've created a dungeon with a time limit, and I want to see if people think it would be too hard. The dungeon spirals inward through 8 battle encounters and 6 skill encounters. As our heroes move forward, the back wall closes in after them at a rate of one square a round. This means that our heroes need to finish the dungeon within about 140 rounds. Obviously, they won't be able to sleep, and both buffing and strategizing will need to be done quickly. Is 140 rounds enough to do 8 battle encounters and 6 skill encounters with no sleeping. Each Battle is as APL or APL-1, except for the Boss which is at APL+2. Assuming Party of four level 6 characters. For more details, you can find the whole thing here: Jacob's Tower, Level 6: Gauntlet |