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Thank you, Steve and Blue_Drake!
Wrath, thank you for mentioning the game shop group. I'm really pleased that the adventure has been built for both home play and more casual play. The goal was to give the GM tools to make it their own, and freedom to add and drop elements to suit their group's style.
And yes, designing this while the core rules were still in flux was a challenge. But I'm extremely happy with how it turned out.
CJ Withers, we've added errata to clear up the Call of the Grave issue, and the correction will be in the new PDF out next week.
Doom of the Earthen Maw is an anti-paladin spell and somewhat nasty, sure. But you know, a lot of spells do damage without a saving throw, starting with magic missile.
Orb of Light (Lesser) is a spell that dates back to 3rd Edition D&D in my campaign. I haven't had any trouble with it at my table, though of course YMMV.
The Hero Lab files you’ve been waiting for are here at last! Deep Magic has arrived, and you can get it at Lone Wolf.
These new Hero Lab data files contain:
Many thanks to Karen McDonald, Rob Smith, and Jeff Hersh for compiling these, and also to Aaron Beal of Lone Wolf for his help and testing!
Rovenrae might appeal to gnoll arsonists as well. I mean, what gnoll adventurer doesn't want to say "I burned down the castle to save it! I'm bringing purification and new life."
Also, every time I think of gnoll I remember this awesome picture from the real world.
The bundleofholding.com has done a lot of great RPG bundles for lots of different games. The latest and greatest is a Pathfinder-specific set of player options from Kobold Press, and it's available for 5 days only.
For $11.95 or more (up to you), you get a slew of PDFs expanding the races, classes, feats, and treasures available to your game. And a chunk goes to charity.
The average price tends to drift up over the course of the bundle offer, so for the best deal, grab it today.
The Bundle of Pathfinder Player Options includes:
That's an excellent question, and you're right, the answer is largely up to the designer's ability to interpret.
So I'll just say this. Most dragons are met as standalone foes but it's hardly all of them. A clever designer can spin a dragon lair in a lot of ways, and I'm pretty sure that a Smaug clone won't win this contest.
Just personally, I'd very much like this to be an encounter I can drop into a game without a ton of rework. Something original, interesting, and highly playable.
Does that answer the question?
Maps are purely optional. However, neither .doc nor .docx format is text-only, and if you want to embed a map you can do so.
I think including one isn't really the point, because this is most emphatically not a cartography contest. It sounds rude, but the judges should not care very much about whether you include a map. It's about your encounter design above all.
Speaking only for myself and not the other judges, I'd rather not see a map for this.
Yes, pretty happy that we're going to get a chunk of this for 13th Age. However, since that system does some things differently, many elements just don't apply. On the other hand, we're adding in a lot of feats because, well, that's the way some things work for 13th Age.
And I'm very happy that the reviewer noticed that considerable work that went into both design and presentation.
Despite the somewhat breathless headline on this, I'm actually really pleased that the book really clicked for this reviewer.
It's far and away the most ambitious thing the kobold crew has done, and I'm proud of the results. It really is meant to kickstart jaded or burnt-out gamers with a big dose of wondrous and shiny and new.
Not to mention, the Hero Lab files will be ready in 30 days, and the iOS reference seems well-received as well.
Speaking only for myself, I can say that the "Tomb of Yarrix" fit very neatly into the space available.
I set out to create a particular sort of section for the Spire, and I juggled rooms a little on the map, but as Owen said: it was clear going in that map size was going to be one of the parameters. While it may be harder to design a good small dungeon level than it is to design a sprawling one, it's not impossible either.
Well, and I cheated a little, but that's a conscious design element for "Tomb"'s physical layout. I'll be curious to hear how the Spire runs for you, Owen.
Sure, we can include this as a clarification for the May update. Not sure whether it will make it into errata territory or not, but I'll talk to a couple folks. A lot of it is covered by RAW answers from TheDMStrikes, but maybe not all of it.
Thanks for mentioning it (and thanks to Richard for a disturbing but useful spell).
EDIT: Forgot what month it is!
Attention 3rd-party publishers - interviews to promote your products + discussion about freelancing for your 3pp