SD 1: Shadowws in the Sky Questions


Second Darkness

Sovereign Court

Hi all -
I'm preparing to run SD for my group and have a few questions.
1) - Lymas Smeeds house pg. 27-28 - The map has A1-A7, but in the description, there is only A1-Reception Room, and A3 the Kennel Area listed. Am I missing something.
2) FoamRunner - Pg30-31 - What is Hauser? Am I missing something, or is that pretty much as strait forward as it seems?
3) The Boneyard Ambush - On the map there is "Recommended Approach" and Projected Approach. Who is/has recommended these approaches? Saul gives the recommended approach, but then what's the projected approach? The description also says that there is a marking on the map for the cockroach swarm, but I don't see that listed. Where are the ships and other debris piles marked on the map? From what I see, the "land mass" areas wouldn't be the debris areas, as it says the debris areas are 2x movement cost.
Thanks for your help, I do appreciate it.
Theocrat Issak

Frog God Games

Theocrat wrote:

Hi all -

I'm preparing to run SD for my group and have a few questions.
1) - Lymas Smeeds house pg. 27-28 - The map has A1-A7, but in the description, there is only A1-Reception Room, and A3 the Kennel Area listed. Am I missing something.
2) FoamRunner - Pg30-31 - What is Hauser? Am I missing something, or is that pretty much as strait forward as it seems?
3) The Boneyard Ambush - On the map there is "Recommended Approach" and Projected Approach. Who is/has recommended these approaches? Saul gives the recommended approach, but then what's the projected approach? The description also says that there is a marking on the map for the cockroach swarm, but I don't see that listed. Where are the ships and other debris piles marked on the map? From what I see, the "land mass" areas wouldn't be the debris areas, as it says the debris areas are 2x movement cost.
Thanks for your help, I do appreciate it.
Theocrat Issak

Hello Theocrat,

Some answers:

1. Check the sidebar on page 27.
2. The hauser is simply the mooring line. I think I wrote that on the original map so the cartographer would know that they were ropes when he was redrawing it. I don't know that I intended them to be actual tags on the map (though I might have, I'm anal like that sometimes). It's pretty much that straight-forward, yes.
3.

Spoiler:
Kwava was originally intended to warn the PCs of the ambush before it was sprung and provide the "recommended approach." It appears to have been scrapped for space, but you can still have him do so if you choose. Saul gives the "projected approach" (from the ambushers' point of view). If you use Kwava in this way, be sure and remove him from the map first.

The cockroach swarm can emerge from any debris square ou choose--I think I originally indicated the square now marked for Kwava.

The land masses are indeed the debris clumps.

Hope that helps.

--Greg

Sovereign Court

Greg A. Vaughan wrote:


Hello Theocrat,

Some answers:
(REMOVED)

Hope that helps.

--Greg

Greg -

As Theocrat of Greyhawk (owner of the ThePale.org, OerthJournal.com, GreyhawkOnline.com and a founding member of The Thursday Group for CanonFire!com), I've been aware of your works for some time, although most notably was the Dungeon article on Istivin.
So thank you for your reply. I do appreciate it. With the fate of Greyhawk up in the air for the latest edition, and my personal desire to follow the Pathfinder edition, I'm at odds yet I feel somewhat at home with Golarion. We've lived in the same neighborhood for 5 years now, after living in the same house for 4 years and in July moving 6 houses down. That's the way I feel about the move to Golarion. It has many of the same feels that Greyhawk does and is yet still so fresh and new that I look forward to coming home.
I look forward to more adventures from you and learning more about this wonderful world.

Be Well.
Theocrat Issak

Liberty's Edge

Greg A. Vaughan wrote:

3. ** spoiler omitted **

Hope that helps.

--Greg

To add a bit more,

Spoiler:
the text mentions that the PCs can determine the better approach themselves with a Survival check. That is what I decided the "Recommended approach" was for.

Frog God Games

Thanks for catching that, Shisumo. I missed it.

Frog God Games

And thank you, Theocrat. I'm glad you liked them and hope to maintain the same quality in the Pathfinder line. Hopefully I'll be able to capture that old Greyhawkish goodness in the City of Brass adventure I'm working on. As an adventure location, it certainly has that old-school 1e appeal. It's always good to hear from someone else who's campaign first love is also Greyhawk.

Sovereign Court

Hi all -
I'm wondering about this AP along with the past two and any in the future. From what I recall reading, the PFCS is set in AR 4708 and the worlds timeline wasn't going to be advancing.
Does this then mean that AP1, AP2 and AP3 all take place in AR 4708? If so when does AP1 take place? Since I'm not running AP1 or 2 in my campaign (and even if so, it seems like each AP is set for a different set of PC's) do the events still take place (other than the "of course, if you don't want them to occur in your world, then they don't have to)? In AP3, issue 14 there is mention of a guy with ties to a particular city (because of spoilers, I'm not saying who or which city). It seems like the person knows of the events in AP2 (or that they're going on about the same time). This is what I mean by - are the AP's going to be considered as "having been completed" as events from one could be world altering. Will AP4 or any future AP have a remark about how a metor hit the world?
Thus, when does AP1 start and end in 4708 and AP2 start and end? Same with AP3, and the future AP4. Is there any overlap?
Does it really matter in terms of how the timeline may advance? Will any of the AP's advance the timeline - if so/or not - how will it affect the goings on?
These are all just questions that I began to wonder as I was attempting to figure out AP3's timeline - as issue 4 has a minor timeline for events. Is there a best month to start AP3?
Thanks for your thoughts and answers,
Theocrat Issak

Dark Archive

Pathfinder Lost Omens Subscriber

Hey, I am just about to start a 2nd darkness campaign and I can't find the Gold Goblin on the map. Is this a typo or am I just blinder than most.

Thanks,

MIke

Paizo Employee Creative Director

Mike Franke wrote:

Hey, I am just about to start a 2nd darkness campaign and I can't find the Gold Goblin on the map. Is this a typo or am I just blinder than most.

Thanks,

MIke

Indeed a typo; a close look at the tags on the Riddleport map shows two location 20s.

The Gold Goblin's the southernmost 20. The outline of the building should match the outline of the Gold Goblin map itself.


maybe making the errata threat sticky at the top or something would help people looking around on these forums?

the (GM reference) posts


Theocrat wrote:

Hi all -

I'm wondering about this AP along with the past two and any in the future. From what I recall reading, the PFCS is set in AR 4708 and the worlds timeline wasn't going to be advancing.

The timeline is advancing with real time. PF1 is set at roughly the beginning of Rova 4707. PF3 is set in the middle of Aroden 4708 (just shy of one year later).

The year in Golarion is 47XX where XX = current year 20XX.

Paizo Employee Creative Director

Majuba wrote:
Theocrat wrote:

Hi all -

I'm wondering about this AP along with the past two and any in the future. From what I recall reading, the PFCS is set in AR 4708 and the worlds timeline wasn't going to be advancing.

The timeline is advancing with real time. PF1 is set at roughly the beginning of Rova 4707. PF3 is set in the middle of Aroden 4708 (just shy of one year later).

The year in Golarion is 47XX where XX = current year 20XX.

This is correct...

But at the same point, we are trying hard not to nail down start dates for any of the adventures we publish. Rise of the Runelords could start on the first day of Autumn in 4707, 4708, or 4596, honestly. Likewise, since we try to keep interconnected elements between adventure paths subtle and more on the level of easter egg than plot element, you can also run adventure paths in any order you want.


Greg A. Vaughan wrote:
Theocrat wrote:


3) The Boneyard Ambush - On the map there is "Recommended Approach" and Projected Approach. Who is/has recommended these approaches? Saul gives the recommended approach, but then what's the projected approach? The description also says that there is a marking on the map for the cockroach swarm, but I don't see that listed. Where are the ships and other debris piles marked on the map? From what I see, the "land mass" areas wouldn't be the debris areas, as it says the debris areas are 2x movement cost.

Real quick question on the Boneyard map: what's the scale? Is it the usual 1 square = 5', or does it "expand" outdoors, where 1 square = 10'?

And yes, I'm a newbie GM...if the answer lies in the DMG, just feel free to fling Nerf balls at my head. :-/

Sovereign Court

Lady Bluehawk wrote:
what's the scale? Is it the usual 1 square = 5', or does it "expand" outdoors, where 1 square = 10'?

It really can be whatever you want... I'd stick with the 1 square = 5 foot scale for practicality reasons... Paizo has very nicely scaled ALL the maps to fit on a Flip Mat which is very convenient and lets you predraw as necessary in some cases (i just use loose sheets of paper to cover the map and reveal as the characters go) - I have run many other adventures where battle locations did not fit on a battlemat (and by extension the dining room table) and it is a royal pain to have multiple maps or redraw as the focus of the battle shifts around

have fun GMing this - it is a delight to run

A

Frog God Games

Since the map in question is a "tactical" map (shows where the combatants are) then 5-ft. squares is correct. Don't know why that didn't get printed on the map, though. Sorry about that.


Greg A. Vaughan wrote:
Since the map in question is a "tactical" map (shows where the combatants are) then 5-ft. squares is correct. Don't know why that didn't get printed on the map, though. Sorry about that.

Thanks for the thoughts and clarifications, everyone! Just one more question (at least in this thread <G>):

In the map of the first Sublevel of the Gold Goblin, the secret door seems to be in the middle of the hall at 34 (i.e., horizontally aligned), yet the guard alcove in 38 is the one that appears to end at a blank wall, where a vertically aligned secret door would be more logical, given the description? If the whole level is a "secret" (though not that well-kept <G>), there doesn't seem any need to block off the hall, especially not since the more expensive bar is beyond that point?


Okay, I lied...at least about more questions on this thread; just figured this might be the most logical place for it. I'm a newbie GM, especially to Pathfinder (though I'm playing currently in RotRL and CotCT and enjoying them immensely <G>), but had one or two experiences waaaay back when running 1st ed. AD&D games that were disasters. In an effort to not repeat that, one of the multitudinous questions I have about such things (besides "How the heck did I let them talk me into this?!") is:

My party of 4-5 (my hubby might not always be able to join us) consists mostly of Riddleportian natives, folks that have spent anywhere from one year, in the case of our Ulfen bard, to five years (our half-orc rogue [whose frequent choice for a back-stab weapon is a greataxe, of all things]), to ten years (the human fighter and the Rakshasa-bloodline cleric), to all their lives here (our gnome sorcerer. Dunno if he's looking to join the Cyphermages or not yet). How savvy should they be about the doings/people/etc. of the place? How much should I reveal, hide, or presume they already know?

We all got the feeling, rightly or wrongly, through the Companion that the PCs were expected to be visitors, newly-arrived. The various Knowledge and Gather Information checks at the beginning of the adventure regarding the Blot, for example, could easily be justified for tourists, but if they've been here longer than the Blot itself, they could easily take 20 on everything and have learned everything the book has to offer on it (I wouldn't put it past my hubby's character to try to rig up a low-cost way to fly up to it; he's crazy <G>). Should I treat them like ordinary Las Vegas residents back in the "bad old days" (before it was so family-oriented; it was understood you went there to lose money, but at least the meals were cheap)?

Paizo Employee Creative Director

While my assumption when developing the adventure was that the PCs are all locals and from Riddleport... that's not an assumption that's safe to make for all groups. Player characters are notorious for wanting to have control over their PC's backstories, after all! Which is why the campaign traits from the Player's Guide are relatively easy to apply to locals as well as visitors.

If a character's from Riddleport, they should be pretty knowledgeable about the place. They should probably read the Second Darkness player's guide, for one, which includes several pages about the city of Riddleport that are intended to simulate the fact that a character is from that region.

I would allow characters from Riddleport to make Knowledge checks before the game begins to establish how much they know about things. Remember that characters can make Knowledge checks untrained to secure results of DC 10 or less, so even characters without ranks can attempt to learn something from Knoweldge (local) and Knowledge (nature). Gather Information and Search, of course, can both be made untrained, and I'd let Riddleport natives roll these checks before the game begins as well.

I wouldn't let them take 20 on these rolls, though, until after the game begins, at the very least.


James Jacobs wrote:

While my assumption when developing the adventure was that the PCs are all locals and from Riddleport... that's not an assumption that's safe to make for all groups. Player characters are notorious for wanting to have control over their PC's backstories, after all! Which is why the campaign traits from the Player's Guide are relatively easy to apply to locals as well as visitors.

If a character's from Riddleport, they should be pretty knowledgeable about the place. They should probably read the Second Darkness player's guide, for one, which includes several pages about the city of Riddleport that are intended to simulate the fact that a character is from that region.

I would allow characters from Riddleport to make Knowledge checks before the game begins to establish how much they know about things. Remember that characters can make Knowledge checks untrained to secure results of DC 10 or less, so even characters without ranks can attempt to learn something from Knoweldge (local) and Knowledge (nature). Gather Information and Search, of course, can both be made untrained, and I'd let Riddleport natives roll these checks before the game begins as well.

I wouldn't let them take 20 on these rolls, though, until after the game begins, at the very least.

Thanks for the advice! :-)

Wish me luck, folks; we start next weekend... =8-0

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