Syntaxed |
1 person marked this as a favorite. |
The issue with Dragons Demand is PFS players I know don't want to play pieces of it, nor do they want to play it in campaign mode so it simply doesn't get played anywhere in the PFS public that I have seen in the entire Bay Area. I know players who would play it if the whole thing was sanctioned in PFS mode.
What exactly is stopping it being run in campaign mode with PFS rules for credit if the players want to run through the whole thing?
Most of the chronicle sheets in DD cover the critical areas and if it was done in campaign mode you'd get 4 chronicle sheets anyway. It is just going to be a function of the new format, which unfortunately doesn't allow for a single day to complete one like doing so at a convention or game store. The Dragon's Demand also throws loot like candy in order to power you up through 7 levels which has some issues along with the some pretty grindy dungeon crawls to get players there.
After continuing to read Wardens of the Reborn Forge I really hope it gets sanctioned like the Dragon's Demand did, but perhaps break it up even further with chronicles so more parts can be included in smaller play sessions.
This 12+ content is badly needed as an alternative to running Eyes of the Ten in PFS and I hope more people purchase this module to show demand and desire for higher-tiered adventures.
roysier |
roysier wrote:The issue with Dragons Demand is PFS players I know don't want to play pieces of it, nor do they want to play it in campaign mode so it simply doesn't get played anywhere in the PFS public that I have seen in the entire Bay Area. I know players who would play it if the whole thing was sanctioned in PFS mode.What exactly is stopping it being run in campaign mode with PFS rules for credit if the players want to run through the whole thing?
I have been thinking about something like this. Have the players use exact duplicates of their PFS characters, use PFS rules and have characters advance at the same level the equivalent PFS character would.
But actually play it in campaign mode so the entire adventure is used.Robert Brookes RPG Superstar 2014 Top 4 |
Robert Brookes RPG Superstar 2014 Top 4 |
Also, was the entire geography of Alkenstar city changed?
I recall in the Inner Sea World Guide that it described Martel as being a town at the base of the Hellfallen cliffs, with towers that stretched up (and connected to) Alkenstar city. Then there's the bridge of the gods supposedly "soaring" 500 feet above the ground, touching the spires of Alkenstar as it connected the city to Cloudreaver keep and Dongun Hold.
Now the bridge is a half-finished highway?
Was I visualizing that all wrong or was that an issue of retconning the city design a little?
selunatic2397 |
coyote6 wrote:Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.
The glue definitely seemed stronger than usual.
Same for me as well.
Michael Dorn |
thejeff wrote:Same for me as well.coyote6 wrote:Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.
The glue definitely seemed stronger than usual.
Same here. Ripped mine.
Mark Moreland Developer |
Also, was the entire geography of Alkenstar city changed?
I recall in the Inner Sea World Guide that it described Martel as being a town at the base of the Hellfallen cliffs, with towers that stretched up (and connected to) Alkenstar city. Then there's the bridge of the gods supposedly "soaring" 500 feet above the ground, touching the spires of Alkenstar as it connected the city to Cloudreaver keep and Dongun Hold.
Now the bridge is a half-finished highway?
Was I visualizing that all wrong or was that an issue of retconning the city design a little?
The details you're thinking of were revised between the Campaign Setting and the Inner Sea World Guide when the timeline of the city and the history of firearms were also brought more in line with the emerging gun technology we wanted for the setting.
Kevin Mack |
Robert Brookes wrote:The details you're thinking of were revised between the Campaign Setting and the Inner Sea World Guide when the timeline of the city and the history of firearms were also brought more in line with the emerging gun technology we wanted for the setting.Also, was the entire geography of Alkenstar city changed?
I recall in the Inner Sea World Guide that it described Martel as being a town at the base of the Hellfallen cliffs, with towers that stretched up (and connected to) Alkenstar city. Then there's the bridge of the gods supposedly "soaring" 500 feet above the ground, touching the spires of Alkenstar as it connected the city to Cloudreaver keep and Dongun Hold.
Now the bridge is a half-finished highway?
Was I visualizing that all wrong or was that an issue of retconning the city design a little?
Actually from what it says in the inner sea guide
Cloudreaver Keep stands on the
westernmost banks of the Ustradi river near the Nexian
border, and is connected to Dongun Hold and Alkenstar via
an impressive roadway known as the Bridge of the Gods that
often spans gulfs and ridges along the river’s ragged bank.
It was originally built to guard the duchy’s northern border,
and the fortification bristles with powerful bombards and
well-trained firearm snipers and musketeers. All trade
upriver from Nex must pass through Cloudreaver Keep.
Dongun Hold: The nearly 2,000 dwarves who live in
Robert Brookes RPG Superstar 2014 Top 4 |
Belle Mythix |
A question for those who have it:
thejeff |
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I'm sorry to say, I'm not that impressed with this one. It's a dungeon crawl. A dungeon crawl in a neat setting, so you get mutated monsters and more guns & tech than normal and the primal magic effects to deal with, but it's a dungeon crawl nonetheless.
Almost everyone you meet (after the mission briefing and the trip to the site) is just an enemy to be killed. There's an interesting potential ally in the first section, which had my hopes up there'd be more throughout, but other than some slaves you can rescue in the second section that's it. You'll be spending most of 3 levels in a couple of dungeons with only enemies to kill. Not my preferred style.
It also raises the question of supplies and the like. I guess the PCs are high enough level to teleport to the city and back, assuming the primal magic doesn't interfere, but there's no suggestion of it in the module or any mention of how to handle teleport or any of the other high-level non-combat tricks in the module.
Mark Moreland Developer |
What clockwork info is in this? Want to buy this mostly for info on the clockwork & gun tech in this module.
There is a new clockwork monster and a new gunpowder monster, but there are no new rules for either in the general sense. You can find the clockwork creature subtype in Bestiary 3 and the rules for firearms in Ultimate Combat.
WampaX |
1 person marked this as a favorite. |
selunatic2397 wrote:Same here. Ripped mine.thejeff wrote:Same for me as well.coyote6 wrote:Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.
The glue definitely seemed stronger than usual.
After seeing all these, I hatched a cunning plan for my map extraction. The glue becomes much more pliable when warm, so I basically wrapped it up in a blanket with me while I watched some TV.
After a couple of hours, the glue was much more yielding, but I still had to patienly work the map free. Realizing there were TWO globs also helped, since lifting it from the spine side out freed it from one glob. Patience and a bit of scratching got the other one. The map was freed without a blemish.
More enterprising individuals might try a hair dryer for faster results with a higher temperature.
Griffid |
Michael Dorn wrote:selunatic2397 wrote:Same here. Ripped mine.thejeff wrote:Same for me as well.coyote6 wrote:Was the glue used to hold the poster map in stronger than normal? I ended up tearing the map trying to work it loose.I had the same issue. Not too big a deal since it's less than a dime sized white spot, but annoying.
The glue definitely seemed stronger than usual.
*snips excellent advice I wish I had seen*
I ripped mine too. :(
AbsolutGrndZer0 |
Yeah, Paizo please go back to that sticky gel and not the glue you used with this. While I realized how strong it was and was able to remove my map without ripping anything, I am not surprised at so many that failed, as I was on pins and needles the entire 20 minutes I spent sloooooowly removing the map.
DM Beckett |
The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.
I'm curious. How will this work with PFS? I can't really seem to find a clear answer on how Magic-using classes will be handled. I have glanced through the book a bit, and I'm not really seeing any rules in the ISWG. Some people say it's only Arcane Magic that is affected, other all magic. It seems like a really poor option to include in PFS, (much less as a retirement arc) if half the classes will be forced to sit back and do nothing the whole time. Also, Primal Magic (Wordcasting) and Spellblights are not legal for PFS <at least for players>, it at least seems that there would need to be a huge change to make this viable for PFS along the lines of a full rewrite.
(which might not be true, just what I'm trying to figure out.)
Mark Moreland Developer |
1 person marked this as a favorite. |
Maybe I'm dense, but I'm confused about Alkenstar's topography. Where does the river drop? And is the river 500 feet below New Bridge? Is the river framed by steep cliffs in the north? Why isn't there another waterfall at the Hellfallen Cliffs?
The only waterfall on the river near the city is located right where the Screw is, so several hundred feet recessed into the gorge that runs perpendicular to the Hellfallen Cliffs. By the time the water gets to the cliffs, it's already level with the bottom of the cliffs. There are cliffs surrounding the river on both sides above the waterfall, but they're not 500 feet tall. Probably closer to 50 feet.
Syntaxed |
Syntaxed wrote:Is there any time-frame on this getting sanctioned for PFS Credit? I want to bust out my level 12 to the Mana Wastes!The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.
Is there any estimate on when it might be sanctioned?
I'm turning in to a Mana Wastes Mutant and the only cure is chronicle sheets!
Ashram |
John Compton wrote:The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.I'm curious. How will this work with PFS? I can't really seem to find a clear answer on how Magic-using classes will be handled. I have glanced through the book a bit, and I'm not really seeing any rules in the ISWG. Some people say it's only Arcane Magic that is affected, other all magic. It seems like a really poor option to include in PFS, (much less as a retirement arc) if half the classes will be forced to sit back and do nothing the whole time. Also, Primal Magic (Wordcasting) and Spellblights are not legal for PFS <at least for players>, it at least seems that there would need to be a huge change to make this viable for PFS along the lines of a full rewrite.
(which might not be true, just what I'm trying to figure out.)
The actual adventuring bits aren't actually in Alkenstar, they're in the eastern Mana Wastes, where it's wild magic, not dead magic.
Syntaxed |
Considering the next module in the line is coming out this month and Wardens still doesn't appear to be PFS sanctioned, is there any estimate on when it will be?
I hope you guys can get the module lines sanctioned a little bit faster going forward but I understand you can only do so much. It would be nice to get the modules and have people get a chance to run it for PFS and not wait 3-4 months.
John Compton Developer |
Considering the next module in the line is coming out this month and Wardens still doesn't appear to be PFS sanctioned, is there any estimate on when it will be?
I hope you guys can get the module lines sanctioned a little bit faster going forward but I understand you can only do so much. It would be nice to get the modules and have people get a chance to run it for PFS and not wait 3-4 months.
This post is my most recent update regarding the sanctioning of Wardens of the Reborn Forge.
Liz Courts Webstore Gninja Minion |
Can this please be legalized for pfs. Or can paizo start pumping out high lvl stuff they will make legal for pfs.
I am betting if you pfs legalize these, you will sell more of them. Especially high level stuff so people can still play characters past 12/13.
Per John's post earlier this thread, sanctioning "Wardens of the Reborn Forge" is on the to-do list, but we don't have a release date yet.
Kolby Sample |
I hate to sound like a broken record. I kept asking for dragons demand. I understand with the lead up to paizocon and getting all those scenarios ready and finishing the development of the first batch of season 6 scenarios on top of emerald spire on top of mummies mask... etc I know John is busy.
I have been holding off scheduling to run this for some of our many players that have more then one high level chracter that have already put a character through eyes to wait for the chronicles.
I did not get a chance to catch John in a free moment at paizocon but any chance for an update for the chronicles? Some of us are still waiting on this.
Dragnmoon |
Syntaxed wrote:Is there any time-frame on this getting sanctioned for PFS Credit? I want to bust out my level 12 to the Mana Wastes!The draft for sanctioning Wardens is on my desk to work on this week, in fact. My aim is to catch up on sanctioning before starting on scenarios.
John it has been 7 1/2 months since this post and 8 1/2 since the module came out.
What part of the process is making it slow for these chronicles to come out and what is Paizo doing to ensure that is not going to be the case in the future?
Same questions for the Novels.