Kinko's could take the files and print them in book quality for you. Just a thought.
I still don't see how this will work with PFS credit. How many sheets is a module now worth? Will your character level all 6 levels with six PFS sheets to show credit? Or do you now have to play from start to finish before receiving any credit? And if that is the case how can a level 1 player beat the end game designed for level 6? Just looking for clarification, I'm excited about the product immensely, I just host many home games of modules for PFS and would like to know how things will work now.
I just see so many good modules made specifically for PF rules being sold here that in my mind I would think could qualify for PFS credit. As you can see, I love my PFS products and adding some 3rd party PFS modules isn't taking away from my subscriptions, just giving me more options for my players. Especially older PFS players that have seen it all lol.
I'm running Murders Mark next, followed by Fangwood Keep (for different characters) . After that we return to City of Golden Death. I also attend my FLGS for scenario PFS, but really enjoy at home module play for more in depth gaming, and beer! Good food also!
Just wondering why no 3rd party modules are allowed for PFS even though they are written for Pathfinder play. I can understand 3.5 OGL, but there are many PFS modules out there just needing a sheet. 0one beginner paths series could even be a useful way of transitioning players into PFS from the beginner box rules.
I ask this because I like to host home games often, and having more modules to choose from for PFS credit would be nice.
I will say season 4 has definitely increased difficulty and as a side effect has reduced the "play whatever you want it doesn't matter" feel. Survivability increases with well performing balanced parties. At least from my observation I see more player wipes now.
So the map legend for the Accursed Halls dungeon in the Thornkeep adventures is scaled for 1 square equals 10 feet. I was going to just double the dimensions on my large flip mat, but it wouldn't fit lol. At least not without drawing each room seperately and I don't have that many flip mats.
So how do you get a dungeon that large in scale down to size for play in 5 feet increments? I guess I could just copy the map as is and just say it is 5 feet instead of 10. But that wouldn't be the true scale.
I supported it because for starters I like their MMO approach, I'm old school and tired of kiddy land theme park MMO's. I also love the Pathfinder world so a win/win for me. Second, the emerald spire printed dungeon and mini's i just couldn't resist for table top games. It is possible to love and play both forms of pathfinder, and i fully intend to!
Im excited to see this. I really enjoyed the crypt,mask, & city mini ap and wondered if they would make more like it. Seems like this could serve that role well. If divided into 3 chapters it could still be used as a one off or pfs game. Not sure if they are doing it in divided chapters but either way i like it.
Is it me or does this one keep getting moved back on the timeline lol. I really want this one because I love keep and forest settings. Plus 4th level is a great time for players starting to build in power, but not so much that it's hard on the GM to keep up with it all lol.
It means, the initial save is to avoid grease getting on the weapon at all, and if you make the save the weapon is still clean. If you fail, then grease coats your weapon and you must make a save every round to either pick it up, or use it, as long as it is coated in grease.
I also have my box, and started a new sub for pawns because I just like them that much lol. I do have a question though that I'm sure is already answered but I can't really find it.
What do I need to get to fill in the missing monsters that are excluded from the pawn set. Without buying the more expensive mini's because that's why I buy pawns to save money. I noticed some monsters are missing in the set and just would like to know which ones I need to fill in with paper pawns to be set.
Thank you heartily for the product and support.
That's exactly how it makes sense to me. Someone not occupied with someone could attack a passerby. But if they are occupied it makes no sense that they suddenly get a "hold on a sec" moment to stop, turn, and attack a passerby before resuming their previous engagement.
A fighter having a reactive to a designated square i can see making sense. And with feats spent the number of adjacent squares could increase. A hold the line kind of thing. But this would be specific to them.
Try the Curse of the twin fang module. Very nice and designed for the BB. You print it from home. It includes full monster stats, maps, player quest handouts, encounter maps, and mini's. Well worth it. It also is new GM friendly with tips inside!
Yea Attacks of oppourtunity is the only thing that I struggle with for realism. Although if you walked past a guard who isn't occupied he should get a free swing sure, if you walk past a guard who has your buddy slamming his face in, he shouldn't get to attack you just because you moved past him. Then he is distracted isn't he? Then your buddy should get an AAO. I don't know. But from what I've read this is an old and eternal debate lol. I'm new so what do I know.
Lol same thing happened to me. Got BB then before you know it I'm like "Oooo look at that, must have it!" I must say though its Paizo that really makes this game shine. Great people and customer service. You can just tell they are making something they love.
Vic Wertz wrote:
Announced for June! Image is a mockup, and will change prior to publication.
As someone coming back to RPG's after a long hiatus, I truly appreciate the pawns you guys are making. There is no way I would have wanted to invest in the metal mini's just starting out, although I like the looks of them, and for a character I use them.
For running games, however, this saves me alot of money and at the same time I get to enjoy npc representation in my games. Keep it up, I really hope the other bestiaries will one day include these as well.
Very nice. Didn't think of an encounter with mini-objectives that way for a ship battle. I like it. I started printing the Skulls and Shackles information now and will read it tonight for more information. I love learning better GM tricks. So Cerulean Seas gives more detailed information on rules specifically to underwater adventures? If that is so sounds like it and Skulls would be just what I'm looking for. Of course any more good idea's for encounters I wouldn't turn down either :).
Thanks very much guys for your time.
First post here so I will give some background on my experience. I started with D&D original box set, progressed to AD&D, then to WHF. After that I took a hiatus for awhile and missed 3, 3.5, and 4th edition. The beginner box of Pathfinder, however, looked so appealing I had to buy it and get back into gaming again. I loved it so much I bought the CRB, GMG, and B1 (and pre-ordered the B1 box set).
I DM'd the previous games, and I have read the GM's guide and CRB guide for DM'ing. However, I am still kind of unclear as to how either a water adventure plays out on ship or underwater. I guess underwater would be just like on land except your swimming and magically can breath underwater, but temples or sunken ships act just like a dungeon. Is there anything else to take into consideration that would make the adventure more exciting from a GM point of view that I am missing?
As far as a ship adventure, my question is how do encounters work with ships? For example, although a ship to ship encounter I can work out, or a boarding scenario I can work out, how about ship vs monster? Say a giant squid attacks the ship or a dire crocodile attacks a barge? Do the creatures expose themselves enough to be attacked by characters with swords and bows or does the creature more likely stay in the water and such attacks are usless, therefore relying on the ships capabilities to defend itself like a cannon or something?
Any help would be appreciated as I have never done a water themed adventure and would like to build one for my group to try. My idea is to start with a ship journey involving some creature encounters, progress to having to dive underwater for part of the adventure and include an underwater chase scene through some reefs and lava tunnels, find and explore a sunken gnome experimental ship and retrieve the captain's diary(kept in an airtight chest), then finish with a ship to ship battle on the way home.