Wolf in Sheep's Clothing

Brian J. Fruzen's page

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16. Goblin Squad Member. RPG Superstar 6 Season Star Voter, 7 Season Star Voter, 8 Season Star Voter. ***** Pathfinder Society GM. 205 posts. 2 reviews. No lists. No wishlists. 21 Organized Play characters.


RSS

1 to 50 of 205 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

supervillan wrote:
If I remember rightly, Grave Treader sets up the final encounter by telling the PCs she'll draw off the bulk of the bandit force for a "training exercise" in a nearby cave, so that would put a time limitation on the opportunity to deal with the forces on the bluff. The scenario doesn't actually say how long GT's exercise is going to take though.

She does set it up that way, but the players asked if they could try it their own way and I didn't see any real reason to prevent them from doing so. Besides, I like it when players feel they're getting a chance to be creative with a scenario.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

I ran this at a convention over the weekend along with The Harrowing, and they both coincidentally included skill checks in places where players are not going to expect that those skill checks are an option. In this case, I made the players aware of the stealth option while trying to get past the guards. In the process of planning on how to deal with it, they were ruling out stealth completely as an option on account of one of them having a -4 penalty to stealth checks. The encounter only requires that half or more of the party pass the check to be successful though.

Stealth came into play again during the final encounter. The players asked if there were time constraints on how to deal with the final big bad. It didn't seem as though there were, so I let them improvise. They watched the bluff encampment and when they were reasonably sure the boss thug had retired for the evening, they had the rogue spider climb up the bluff under the effects of a potion of invisibility and coup-de-graced him in his sleep. The players were completely comfortable with the Society's morally ambiguous mission parameters.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Let me know if you have any luck, fullmetal1. I'm in Green Bay about once every other month but I could maybe make it up a little more often if you needed help invigorating play in the area.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

When: January 12-15, 2017
Where: Hilton Milwaukee City Center
Register for a badge here!

Midwinter Gaming Convention is a 4 day convention held each January in Milwaukee, WI. Started in January of 2000, this event was founded on a Classic World of Darkness Live Action Role Playing game (LARP). The mission of the Midwinter Gaming Convention is to plan, promote and produce a high end gaming convention in Milwaukee, WI every January, providing a full gaming convention experience for a reasonable cost.

This year's event will be held at the Hilton Milwaukee City Center and features more events than ever before, in a gorgeous historical hotel. Featuring Live Action Role Play, Tabletop RPG's, Miniatures Wargaming, CCG's and a Board Game room with amazing Play to Win games, there is something for everyone. Watch for a great lineup of special guests as well.

We still need GMs! GM two or more PFS slots and earn a free badge! Use this link to our Google document and put your name under the event(s) you'd like to run.

PFS events on the schedule:

#2-11: The Penumbral Accords (RPG)
#3-03: The Ghenett Manor Gauntlet (RPG)
#4–08: The Cultist's Kiss (RPG)
#4–13: Fortress of the Nail (RPG)
#6–04: Beacon Below (RPG)
#6–06: Hall of the Flesh Eaters (RPG)
#6–18: From Under Ice (RPG)
#7–24: Dead Man's Debt (RPG)
#7–27: Beyond Azlant Ridge (RPG)
#7–99: Through Maelstrom Rift (RPG)
#8-01: Portent's Peril (RPG)
#8-04: Wardens of Sulfur Gulch (RPG)
#8-05: Ungrounded but Unbroken (RPG)
#8-06: Reaping What We Sow (RPG)
#8-07: From the Tome of Righteous Repose (RPG)
#8-08—Tyranny of Winds, Part 1: The Sandstorm Prophecy (RPG)
#8-09—Forged in Flame, Part 1: The Cindersworn Pact (RPG)
#8-12—Tyranny of Winds, Part 3: Caught in the Eclipse (RPG)
#20: King Xeros of Old Azlant (RPG)
#31: Sniper in the Deep (RPG)
#33: Assault on the Kingdom of the Impossible (RPG)
#34: Encounter at the Drowning Stones (RPG)
#38: No Plunder, No Pay (RPG)
AP #67: The Snows of Summer (RPG)
AP #68: The Shackled Hut (RPG)
AP #69: Maiden, Mother, Crone (RPG)
AP #70: The Frozen Stars (RPG)
No Response from Deepmar (RPG)
We B4 Goblins! (RPG)
Pathfinder Society Quest: Honor's Echo (RPG)
Pathfinder Society Special: Year of the Shadow Lodge (RPG)

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Fromper wrote:

Is there any way on the web site to see how many people are signed up for what games?

At this time, the number of players aren't shown publicly, though it will list how many seats remain once the event is more than half full.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

You can purchase your badge now. Sunday is when players can start signing up and checking out the events they'd like to play in. We just closed event submission. You can see all of the approved events in our online event catalog. There isn't much that hasn't been approved as of now, but we had a few last-minute submissions I'll be going through tonight, at which point they'll be visible to the public.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Thanks Fromper! It'll be great to see you there.

Just a reminder to everyone thinking of attending: player registration begins April 24th!

This is going to be the biggest Nexus Game Fair yet. If you can't make it to Paizo Con, we'll have plenty to do at Nexus in the Midwest! We still have some PFS slots needing GMs too, enough to earn free admission to the convention to those who run three or more!

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

When: May 27-30
Where: Hyatt Regency Milwaukee

Nexus Game Fair has over 400 board game, CCG, miniature, and RPG events scheduled! Plus the Milwaukee Company of Gamers (MILCOG) Board Game Library will be there, featuring over 1,100 games for attendees to check out and play at their leisure.

Please use this link to register for badges: Nexus Game Fair 2016

Player registration begins April 24th.

We still need GMs! GM three or more PFS slots and earn a free badge! Use this link to our Google document and put your name under the event(s) you'd like to run. GM six or more slots and earn on-site housing. Please contact me with any questions!

PFS events on the schedule:

#2-03: The Rebel's Ransom (RPG)
#2-16: The Flesh Collector (RPG)
#3-10: The Immortal Conundrum (RPG)
#3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow (RPG)
#3–25: Storming the Diamond Gate (RPG)
#4–05: The Sanos Abduction (RPG)
#4–14: My Enemy's Enemy (RPG)
#4–20: Words of the Ancients (RPG)
#4–22: Glories of the Past—Part I: Halls of Dwarven Lore (RPG)
#4–24: Glories of the Past—Part II: The Price of Friendship (RPG)
#4–25: Glories of the Past—Part III: The Secrets Stones Keep (RPG)
#5–09: The Traitor’s Lodge (RPG)
#6–21: Tapestry's Toil (RPG)
#7–14—Faithless and Forgotten, Part 1: Let Bygones Be (RPG)
#7–15: The Deepmarket Deception (RPG)
#7–16—Faithless and Forgotten, Part 2: Lost Colony of Taldor (RPG)
#7–18—Faithless and Forgotten, Part 3: The Infernal Inheritance (RPG)
#7–19: Labyrinth of Hungry Ghosts (RPG)
#17: Perils of the Pirate Pact (RPG)
#24: Decline of Glory (RPG)
#50: Fortune's Blight (RPG)
Pathfinder Adventure Card Guild Adventure #2-1—Dark Waters Rising - 2-1A: Goblins? Gross!
Pathfinder Adventure Card Guild Adventure #2-1—Dark Waters Rising - 2-1B: The Problem with Dragons
Pathfinder Adventure Card Guild Adventure #2-1—Dark Waters Rising - 2-1C: Small Town Politics
Pathfinder Adventure Card Guild Adventure #2-1—Dark Waters Rising - 2-1D: Cut Them Off at the Source
Pathfinder Adventure Card Guild Adventure #2-1—Dark Waters Rising - 2-1E: Midwife Crisis
Pathfinder Adventure Card Guild Adventure #2-1—Dark Waters Rising - 2-1F: Good with Ketchup
Pathfinder Adventure Card Guild Adventure #2-2—City of Secrets - 2-2A: Night on the Town
Pathfinder Adventure Card Guild Adventure #2-2—City of Secrets - 2-2B: Life's Tough in the Big City
Pathfinder Adventure Card Guild Adventure #2-2—City of Secrets - 2-2C: I'm Not Myself Today
Pathfinder Adventure Card Guild Adventure #2-2—City of Secrets - 2-2D: The Idol of Sycorius
Pathfinder Adventure Card Guild Adventure #2-2—City of Secrets - 2-2E: A Bad Day to Be Good
Realm of the Fellnight Queen (RPG)
The Godsmouth Heresy (RPG)
The Ruby Phoenix Tournament (RPG)
We Be Goblins Free! (RPG)
We Be Goblins Too! (RPG)
We Be Goblins! (RPG)
Pathfinder Society Quest: Phantom Phenomena (RPG)
Pathfinder Society Special: Ruins of Bonekeep—Level One: The Silent Grave (RPG)
Pathfinder Society Special: Siege of the Diamond City (RPG)

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Nexus Game Fair has over 400 board game, CCG, miniature, and RPG events scheduled! Plus the Milwaukee Company of Gamers (MILCOG) Board Game Library will be there, featuring over 1,100 games that attendees can check out and play at their leisure.

Please use this link to register for badges: Nexus Game Fair 2016

GM three or more PFS slots and earn a FREE BADGE! Use this link to our Google document and put your name under the event(s) you'd like to run. GM six or more slots and earn on site housing.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Matt Lewis wrote:
Do the PCs get chance to reclaim their 'contraband' equipment from the Harbourmaster's office/Sea Sylph before travelling out of the city proper and on to Anglemire? (I assumed yes)

If they declared the offending goods and left them on the ship, then yes. If they are caught trying to hide some offending piece of gear, then Tamrin confiscates it and the PCs have to pay a fee (10% of the item's market price) to get it back on their departure from the city.

Matt Lewis wrote:
What weapons can be bought in Corentyn? (I assumed only light weapons, i.e. those not considered contraband)

If the PCs are determined to replace their gear. I'd use the normal rules for item availability, but require a Diplomacy check to persuade a shopkeep to sell currently restricted inventory. I'd probably start a shopkeeper's attitude at friendly, but count the request as "giving dangerous aid" for a total DC of 21. In a high-tier game, I might start the shopkeeper at indifferent for a DC of 26.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

1 person marked this as a favorite.

A good portion of that encounter is left to the GM to adjudicate as they see fit. The goal of the encounter is to keep the guards from arresting Mireille (and to keep them from arresting the party, obviously). Players have a chance to be creative here. I would encourage GMs to react appropriately to the group's actions whatever they may be, but here's my suggestion for handling the use of Disguise.

The guards aren't expressly aware that Mireille is at the Fox Den, though she has been arrested before and will recognize her. The PCs can use Disguise to prevent this. Creating a disguise sufficient to avert the guard's attention takes 1d3 minutes of work as noted in the scenario, though otherwise works as a normal Disguise check. This may require some PCs to hold the guards at the door (or somewhere else) long enough for another player to disguise Mireille in an adjoining room. When the guards do encounter Mireille, they would make a Perception check against the result of the Disguise check. If they exceed that number, they recognize her and shift their questioning to reflect their suspicions. They know she's been caught disseminating "false" history in the past. I would have them make a show of discrediting her in front of the children, PCs, and the proprietor of the Fox Den. Have them make thinly veiled threats about the dangers of freely associating with people tarnishing the reputation of Thrune and its agents. At this point, PCs may have to interject with some Bluff checks, bribe the guards to look the other way, or take some other action to keep the guards from taking Mireille back to the Order of the Rack for further questioning, which would be a failure of the mission goals.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

1 person marked this as a favorite.
Richard Webb wrote:
...this question came up for the Fox Den. What sort of establishment is this? Is it a bar, a tavern? It's never really specified.

I was intentionally vague so that people running it blind or just reading from the text wouldn't accidentally introduce certain themes to people they weren't prepared to introduce them to. The Fox Den is a brothel, though it is routinely re-purposed as a schoolhouse for the children of those who live and work in the district. I wanted to use the Red Light District Flip-Mat and thought it would be a disservice to shy too far away from the nature of the product. I liked the idea of using the environment in a way that wasn't exactly about the nature of the business people conduct there, and that represented a different facet of life in the "less reputable" corners of a large city.

Richard Webb wrote:
...players at my table didn't know why she wanted to go back to her house either, considering it wasn't that far.

Though Mireille is scared of the law, it's not her that they were originally sent to find. The Hellknights are suspicious of the Pathfinders that left the meeting with Zefiro, and the Order of the Rack is almost certain that Zefiro is hiding something. They intend to put him and his associates away for good. Mireille doesn't know that specifically, but suspects that the inspection will turn up evidence of her involvement with spreading unlawful (truthful) details about Chelish history, something she's gotten into trouble for before. If she's caught again, it's likely she'll get disappeared, or worse. Since the guards weren't explicitly looking for her at the start of the encounter, and since they aren't aware of her current residence, she thinks getting back home is a good idea. She also needs to collect her things before leaving the city, something she does soon after the PCs depart, assuming they were successful in eluding the guards.

When I roleplay out the conclusion of that encounter, I have her show great interest in the library at the Grand Lodge, and the mission of the Pathfinders to rediscover the forgotten past. Ultimately, Mireille doesn't want the people she knew and loved to be forgotten. As an elf who grew up among humans, she sees carrying on the memory of her shorter-lived friends as a sacred duty. She asks the PCs if the chroniclers at the Society would be interested in learning about the people she knew before the Chelish civil war, people the current government doesn't want remembered. (This also helps reinforce the idea that Arenzo Davian is someone they can get information from later.) If the PCs speak favorably of their exploits as Pathfinders, she says she is bound for Absalom in the hopes that she might join their ranks, maybe even adventure around the world until she thinks it's safe for her to return to Corentyn.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

There are no mission boxes to check for this scenario. Faithless and Forgotten is designed to be a mostly contained three-part scenario. I did try to foreshadow and set up for events that occur in Parts 2 and 3 though, as well as make players feel like their choices matter. If you're running Parts 2 or 3 with the same group, there are places where you can carry over elements of the party's play-though to give a better sense of cohesion.

A few examples:
Zefiro may continue to be sour towards the PCs (in attitude only) if they failed to keep Mireille out of the hands of the Order of the Rack. If he succeeded, he may act friendly, but forlorn at the knowledge that Mireille fled the city for a time.

Illuvia Thorn's familiar Inverness could harass the player that tried to strike her in Part 1, or the bird could be another raven altogether if the PCs killed Inverness. Illuvia might be particularly angry at the PCs if that was the case.

Loyalty Day approaches, and if the PCs captured and turned over Arenzo, then there might be rumors that Thrune is preparing something special for the impending celebration.

These things all fall under the purview of roleplaying though, and shouldn't have any impact on the goals of subsequent scenarios.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Kevin Willis wrote:
One question, are the divine spellcasters supposed to pay a licensing fee as well? The scenario says the dockmaster can register them but it isn't clear whether a fee is involved as well.

Asmodeus maintains diplomatic relationships with many gods that would otherwise oppose him outright. He also works to promote the idea that he is a generous deity. As such, there is no fee for divine characters to practice their faith, though being openly disrespectful towards Asmodeus or his followers is a punishable offence.

Kevin Willis wrote:
There is no stat block that I could find for the troll in the scenario (pulled out the Bestiary for it) but it's likely to be important.

Use the stats for a troll from the Bestiary, noting that he is sickened, staggered, and missing an arm which was only recently hacked off and has yet to regenerate.

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Guy Martelle wrote:
questions

Cassian's actions on arrival:
I think your assumption is a safe one. Cassian is not meant to be obtrusive, and the information he relays could be delivered at any inn the PCs decide to stay at.

For the gourd garden encounter treasure:
I don't think additional perception checks are needed. Let's say the leshys have moved on to new keepsakes as they grew tired of the old ones and made no special effort to hide them. Perhaps a DC 13 Perception check to casually notice the trinkets amidst the gourd patch as they prepare to investigate the crypts, assuming the leshys aren’t still alive to point them out? The PCs should find the additional treasure easily as part of their excavation of the site thereafter though. My recommendations for the leshys current keepsakes are the doll, locket, arcane spellbook, and (in the high tier) the knight’s pennon of battle. These items either have significance to the story, or would simply not survive long when exposed to the elements.

Combat tactics for the BBEG final battle at low tier:
I originally designed this encounter to use a ghoul creeper (Monster Codex 82), but John wisely decided that would be unfair to 1st level players. The unique monster stat block no longer has a bow, but the tactics section was mistakenly carried over. My recommendation is that Arenzo try to fight tactically with the other ghoul, attempting to lure the PCs into range of the troll if they already enraged it. If the troll remains focused on him, if he has no allies remaining, and if there are no small, combat proficient PCs to follow him, he should try to draw the PCs into the tight spaces where their numerical advantage is significantly reduced, even though he'll likely be taking penalties for squeezing as well. Feel free to throw around some insults too. He despises Chelish lapdogs.

Guy Martelle wrote:
Besides these minor points, I liked the scenario and look forward to running it at a convention this weekend.

Have fun over there at Winter War!

4/5 RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Lau Bannenberg wrote:
is there any specific reason why the PCs might want to harvest gourds in the garden? Apart from feeling a bit peckish?

That part is mostly just there to account for the possibility, and perhaps make use of a Profession (cook) day job skill. It's far more likely the PCs will provoke the leshys as part of their excavation of the site.

Kevin Willis wrote:
1. Unless I'm missing something Encounter A seems very easy to accomplish. Any successful check distracts the guards for 1 minute. 1 minute is more than enough time for even a halfling in full plate to get to the safehouse. Are the PCs supposed to succeed on a certain number of checks or is it really just "make a check then bug out?"

The guards may be distracted, but they're still watching, and the roads aren't as empty as they appear on the map. The guards and onlookers would immediately notice the PCs making a mad dash to the safehouse. PCs are meant to take just one action per minute of the encounter, which represents them needing to time their movements to take advantage of distractions that pull the guards attention away. If combat breaks out, then revert to rounds as normal.

Kevin Willis wrote:

2. In Encounter B the rewards section says "If the PCs fail to become friendly with the leshys and collect their keepsakes, reduce each PC’s gold earned as follows."

Does this mean they automatically lose gold if they fight the leshys? It seems possible. The lehsys can't store all those items in their Keepsake areas but there's no mention of where they are hidden or what kind of DC it takes to find them."

Gourd leshys store their keepsakes in their heads, which are empty like a jack-o-lantern. PCs can earn their gold and find the keepsakes by looting the bodies as normal.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? This thing is pushing the envelope no doubt, but while it’s strange enough to question its existence as something that’s even possible, it is delivered creatively enough to brush such concerns aside. It’s weird, and I think I like that about it.

Are the abilities exciting to run? This thing is more about being a competent melee combatant that about flashy abilities. The ones it has are easy to run, and use existing rules that we’re familiar with. If anything, I would have liked to see some of the word count spent on creating at least one more fun combat trick for the GM to play with.

Does it spark ideas for use in an adventure? I want to see the look on my players faces when they’re told they’re fighting a giant oyster brandishing a scimitar. I would like the think my way through the challenge of using one of these critters in an epic way.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? A fey creature stealing joy is a believable, maybe even predictable, monster type. You do it with some panache here, and the flavorful descriptive text goes a long way.

Are the abilities exciting to run? The way you integrated the shadow is interesting, but I would almost prefer it increase the monster’s action economy given its solitary nature. Are creatures blinded for 1d6 rounds in addition to being dazzled, or is it really just a repetition of the duration and the effect is just that it’s dazzled?

Does it spark ideas for use in an adventure? The item-centric nature of the creature makes it easy to come up with a few ideas for its use. What would a spell or magic item that uses one of these shawls as a base component look like? What would a town plagued by one of these look like, and how long would it take for players to root out the cause?

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? As an engineered creature, it’s allowed to part with sensible evolution and just be weird. A dog-spider-plant? Ok. Their purpose is linked to their creator’s faith, which is at least some reason for them to do what they do.

Are the abilities exciting to run? There isn’t a whole lot happening here that hasn’t been similarly packaged in other creatures before. They’re good abilities though. Players becoming hosts to unsettling monsters is usually a memorable experience. The reactive escape is a fun way to surprise players, and makes me wish there was more like this tied into the creature.

Does it spark ideas for use in an adventure? Getting these around the time players are making more use of dimensional travel means we could start exploring what’s happening between space. That’s a good excuse for these showing up to ruin a character’s day.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? I like the challenge of integrating new themes into these creatures, and you’ve done some good work here. It’s full of insects, and the abilities are woven together with that fact in mind.

Are the abilities exciting to run? I predict my players will be itching frequently while fighting one of these. The abilities all make sense, and you borrow effects from swarms rightfully, but all together I wonder if there’s enough here to really stand out as something unique. You packaged swarms in the body of a dragon well enough, but I was hoping for something a little fresher.

Does it spark ideas for use in an adventure? Dragons are a fun playground that we don’t get to see enough of, at least not in the circles I frequent. I wouldn’t mind dredging up some locals to use this putrescent beast in.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? There are unanswered questions about the what and why of this creature, but by calling out the mystery of it you diffuse any criticism that could be leveled. Having them be outsiders while their purpose was originally so intertwined with the mortal plane is a bit puzzling.

Are the abilities exciting to run? The abilities are on theme with the origin and purpose of the creature. They’re also terrifying. This thing is brutally efficient and that’s a good thing. I wonder if the Constitution damage should be drain instead. I mean, would a day of bed rest help heal a missing kidney?

Does it spark ideas for use in an adventure? I’d be eager to include one or more of these in an encounter, so spending some time thinking up ways to use them would be a welcome task.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? When invoking Rovagug, anything is possible.

Are the abilities exciting to run? So this thing starts everyone on fire, and then those flames become desperate clawing limbs that try to drag the prey back to the mouth that spawned it? That’s awesome! These abilities are nicely woven together and serve the ceaseless hunger made manifest in their creator, not unlike the flames themselves. It’s a great theme and well-executed.

Does it spark ideas for use in an adventure? Making it ursine and fire-based means players are going to make a lot of Smokey the Bear gone bad jokes. I almost wonder if this concept couldn’t have just been an elemental. That said, I like the mechanics of this critter enough to want to spend time thinking up ways to use it.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? I understand why some undead would want to visit their suffering on the living, but it makes even more sense that they would either be seeking vengeance against those that brought about their suffering in the first place, or be causing harm in misguided attempts to prevent others from enduring the same fate. Not many beasts have tried to tackle that motivation though, and I think you did well with the matianak.

Are the abilities exciting to run? They’re easy to run, and seem to be well-thought out mechanically. They mostly increase or decrease the effectiveness of common abilities though, which isn’t all that exciting.

Does it spark ideas for use in an adventure? There’s a nice tragedy surrounding these creatures, and I’d be happy to work that into an adventure. A sympathetic undead is a welcome addition to the roster.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? Nice descriptive line to open with. You mention that they were bred to quell infestations of ankhegs and bulettes, but their abilities don’t seem uniquely suited to the task, at least not as suited as they probably should be for such a specific purpose.

Are the abilities exciting to run? Its abilities will never occur on-screen, which means I can’t horrify my players by describing what it does to one of their fallen. The one special ability that is going to affect them is the negative energy spell conversion, which is something I question it having if its intent was to hunt underground vermin.

Does it spark ideas for use in an adventure? It creates an unsettling image, which I’d like to find a use for.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? It’s a magic eater. Not exactly original in concept, but you it does serve a purpose ecologically and has some easy to use abilities that are tied into that function well.

Are the abilities exciting to run? Stripping PCs of all their annoying buffs is an excellent motivation for running one or more of these beasts. I like that you turn a few expectations players will have on their heads with the unique damage reduction and consequence for failure to penetrate its SR.

Does it spark ideas for use in an adventure? I can see a brisk trade for these springing up, and a few of my villains with animal companions would make good use of them. One getting loose at a magical academy could make for a fun adventure too. I rather like this critter.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? It feeds on something besides flesh or life, which is a welcome change from the usual.

Are the abilities exciting to run? The tranquility aura is something that facilitates defense and offence at the same time, which is clever. Do people falling toward the ooze take damage when reaching it? I appreciate the charisma drain. While punishing, it’s going to punish people that thought they could get away with dumping it, which in PFS is pretty much every melee fighter around. Something like this might remind them to think twice the next time they decide to roll up an ill-mannered beat stick.

Does it spark ideas for use in an adventure? Where would one of these things come from? I want to design an adventure for PCs to find out.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? Undead visiting the circumstances of their death on the living is par for the course. I like that you incorporated social agendas into their reason for existing, and gave it defensive measures for justifying its continued existence in an area where undead would be rooted out rather quickly. The thing that killed them in life protects them in death. Creepy.

Are the abilities exciting to run? I like your take on the “can’t be seen” mechanic, as well as the effects of isolate. I’m a little less sold on exactly how isolate works though, in-game. It just wills this antilife shell on its victims? It seems like this could be integrated a little more flavorfully.

Does it spark ideas for use in an adventure? You’ve given me a few ways to use one of these, and a villain that turned out to be in front of the players the whole time could make for a fun reveal.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? Your description breathes life into the world by use of an origin that is an upset of balance, rather than something horrible and unnatural. That’s a thought provoking situation and a welcome change from the standard reasons for undead being around.

Are the abilities exciting to run? The description is evocative, interesting, and gives sensory details about one of its primary attacks. Good work showing that you’re devoted to creating a tightly-designed entry. Ebon alter is a great way to bring alter mechanics into situations where players won’t expect to see them. Flagellate is a necessary means to recreate the spears, but it’s also the only part of this entry that seems a little out of place. If these are created by being receptive to negative energy, are the rituals performed during the cleric’s life at all important to the functioning of the beast anymore? Is flagellation still penance when there is no remorse behind the act?

Does it spark ideas for use in an adventure? Perhaps. They’re a striking and memorable image, so I expect encounters with them to be fun to describe and play out as the GM.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you through to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? Undead spawning from those decapitated by guillotine is a believable situation, and you ensure they’re well-motivated. Nicely done.

Are the abilities exciting to run? I would like to see the look on the player’s faces when one of these picks up the head of their recently deceased companions and affixes it to its own neck. That said, I don’t think summon guillotine is integrated mechanically as well as it should be, given how unusual the ability is.

Does it spark ideas for use in an adventure? An underground crime boss turning out to be one of these could make an unusual and horrifying twist to the end of an adventure. A well-constructed NPC could tragically re-appear as one. Yeah, I think there’s some good ideas that could use this beast.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you though to Round 3! Here’s what I’m looking for in a monster.

Does it make sense as something that could really exist? A Malkin is ripe for all kinds of folklore and urban legends to erupt around one’s presence. It draws the fortitude out of it’s victims and so is also a type of vampire that isn’t undead. Its abilities serve it in its preferred method of hunting. I like it.

Are the abilities exciting to run? It has a nice combination of abilities that will have players wondering what it’s going to be hitting them with next.

Does it spark ideas for use in an adventure? This would be a fun creature to plague a party with, and I can think of numerous ways to do it. You provide some examples in the descriptive text, but I think the wording of that text could have been more engaging. It reads more like “this is how you can use this monster” instead of breathing a rich ecology into them.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Congratulations on earning the votes to see you though to Round 3! Here’s some of what I’m looking when considering a new monster:

Does it make sense as something that could really exist? The First World can easily manifest as something twisted and hateful in the mortal world, so the valemask doesn’t break with the preconceived ideas of what an enemy from the First World could be. It twists the rules that it’s supposed to live by, and that definitely fits in with the deviousness we expect from fey. It’s a hunter, and the description and stats are supporting that.

Are the abilities exciting to run? The mechanics could use some fine-tuning, but I like where you’re heading with the ideas here. My biggest concern is the rounds it requires for the ability to realize it’s transformative potential. Forced transmutation is a scary predicament for a PC, and I’d like to see it happen before the combat is over. The fact that it’s effects can be delivered from range will certainly help, but the short duration of 1 minute could limit ways to use the monster effectively.

Does it spark ideas for use in an adventure? Perhaps. I could see a troupe of these being used to target one of the PCs and forcing the others to strategize to effectively protect them. As hunters, I don’t see them engaging directly with a well-armed group of adventurers, but I could see adventurers being called in to deal with them when too many lone travelers go missing in a region. You mention that the valemask only scores points for downing fiercest of beasts. I like that this implies a greater force they work for, or a community that could represent a greater threat to the PCs, but it's worded in a way that removes me from the fiction we're creating. Speaking so starkly of points reminds me of the mechanics of the game we're playing, and suspends my imagination to some degree as a result.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? I don’t expect I would have had a problem reading this if it were sized better.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? It depends on the goal. Defense of the Ice fort could lead to some interesting tactical discussions among the players. Trying to attack it seems pretty straight forward. It looks like there’s enough defensive features to create some strife though.

Does the map utilize the space well? Well enough, but the legend could have been scaled down a little more to make room for extra terrain features.

Are the elements presented well thought out and make sense for the environment? I can’t really tell what parts are where. The valley that ends with an ice fort makes sense though, and it’s clear you did populate it with features that work to the advantage of the occupants. The fort could do with some rooms, though I’m not sure they’re be space for it. Perhaps the that could be the opposite side of a flip mat, but then all you really need to depict on this side would be the outer defensive wall. Another consideration is that ice devils are CR 13 creatures, which means PCs would probably just fly over the defensive terrain features by the time a fight with one of them would be appropriate. Maybe fighting one isn’t the goal here though, and that could make for some interesting adventure ideas. It also might not be a literal "ice devil," which also gives rise to a few ideas.

Is this a map I would like to use more than once? PCs could take the fort, then defend it, so sure.

So, back to the initial question: does this map spark the imagination? It might. You have some nice core ideas and the environment is a rich one to work with.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes. The slope markings aren’t on your key, but it’s easy to figure out what those lines mean. Including the name of your map above the key might have helped as well.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? PCs are going up, or going down.

Does the map utilize the space well? A big hill requires a lot of space. I don’t feel any is wasted here.

Are the elements presented well thought out and make sense for the environment? There are elements present to create some surprises on the trail, and that’s good. I wish there were more. The troll skulls were a great idea, and make me wish there were other elements, like hanging cages, maybe a nook with a campsite where defenders have cauldron on the fire. The trail ends curiously close to the shoreline, so supply wagons may have trouble maneuvering the slopes. I’m not sure that’s a concern here though in the situation you outlined.

Is this a map I would like to use more than once? Sure. A steep slope could make it’s way into a lot of situations. The skulls could be placed there by people looking to ward off trolls, or by trolls giving tribute to their fallen. In other words, this map could work with the players defending or attacking.

So, back to the initial question: does this map spark the imagination? I like the tribal feel to the fetishes placed on the trail and that makes me want to create something to explain them. The notion of needing to take a high hill off the shore is an engaging one, and I can envision some uses for this map that would stick in the players memory. I still wish there were more than rocks and skulls though.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? I understand this round doesn’t require you to be an artist, but just coloring in the squares makes it very hard for me to envision the individual elements of this map. The text is legible enough when viewed at the full size.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s four distinct areas on the map: road, two sites-of-power, and a mound (or pit?). PCs will probably want to get to one place or another.

Does the map utilize the space well? Each site could almost be its own card in a map-pack, so I don’t feel they waste the space. I’m just not sure if a map devoted to one of these elements couldn’t have incorporated some supporting features to really make it shine.

Are the elements presented well thought out and make sense for the environment? Your 50-words go a long way in explaining why these elements are bundled together. Making a spectacle of an execution was a common tradition, so I can appreciate the showmanship the pyre and pond create. Bleachers that bend 90 degrees are questionable, but this might just be a consequence of how you choose to render the map. I’m worried it would make it into the final product like that. The layout seems a little off, in that onlookers have to look past Razor Jenni to see the pyre, and I suspect the officials would want the crowd to have an unobstructed view of the more theatrical elements to the executions. The inclusion of the sewer grates is excellent. They catch run-off from the burning pit and the guillotine, and also create ways for the PCs to achieve a dramatic entrance, or make a daring escape.

Is this a map I would like to use more than once? It’s an odd assortment of features to exist in such close proximity. Your 50 words help, but that won’t help me get more use of the map as a whole. As I noted before, though, I would probably use each area as its own map and cover up the other parts.

So, back to the initial question: does this map spark the imagination? I can get excited about a witch’s pond, a big burning pyre, and even the bleachers to some extent. It’s hard to come up with ideas that could use all of these together though.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s a lot of doors to open, some windows. PCs will be pretty sure where to go when they see the red carpet.

Does the map utilize the space well? You created a building with a layout that’s quite pleasing to the eye, and used the extra space for a crypt. It looks like the compass and the key don’t eat up any real-estate. Good work.

Are the elements presented well thought out and make sense for the environment? People live here, so you included the requisite elements: dining area, kitchen, archive, scribe stations, etc. This sanctuary could function, and the features on the map show you how occupants are paying the bills. The altar is understandably the largest room, along with the vampire crypt, which are where the two big encounters are likely to be. The crypt itself is creepy in a good way, but the elements there seem somewhat randomly placed.

Is this a map I would like to use more than once? This map is designed with utility in mind, and I would probably buy it if I saw it on a store shelf.

So, back to the initial question: does this map spark the imagination? There’s not much going on in the structure that we haven’t seen before. I rather like the design of this building over other, similar maps I’ve seen though. I just wish there were a few more elements that triggered adventure ideas. You did place numerous sets of armor, which makes me think of a few things, but I would have liked to see more. More can threaten the utility though, so it’s a delicate balance to strive for.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Exceedingly

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s four distinct areas surrounding a central set-piece area, cleverly visible from the way that PCs enter the room. It definitely prompts them to make some decisions about the best way to proceed.

Does the map utilize the space well? You use almost all of the space, but your concept may have been a little too ambitious for it.

Are the elements presented well thought out and make sense for the environment? There’s a nice number of clever features, but many of them make me wonder if there’s enough space devoted to them. The fighting pits are only 10 by 10 feet and the ghast’s laboratory is only 15 feet wide. Each area feels like it belongs to someone with influence, someone important, and I’d really like to have this map be home to a series of mini-boss encounters. And I don’t mean that bosses only take up a half of a square. Some of the areas seem a little claustrophobic. I do recognize that you gave somewhat larger spaces to creatures that are large, and that’s smart design. You include a lot of details that make this a very exciting place to adventure, and if it seems like I’m being too critical of the space issue (I probably am) than it’s because the player part of me wants to see more of each zone. I mean, you have to get to one of them via a giant, open, fanged mouth. That’s fun, from both sides of the GM screen.

Is this a map I would like to use more than once? It’s an impressive section of sewer, so it wouldn’t be hard to re-use it for that part. Some sections of the map might have to be covered up to get more mileage out of it though. That’s not a bad thing.

So, back to the initial question: does this map spark the imagination? An awakened devilfish? An Otyugh cleric? I’m eager to see what you come up with in the encounter round. The map itself is quite inspiring as well, and could be a major, cinematic set-piece for a lot of things. It’s a nice arena to set loose the imagination in.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes. I appreciate the yellow highlight of the elevations. They’re key in understanding the map, and are often easy to miss.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s so much going on in this map, that it’s a little hard to discern everything easily. It definitely makes it seem like a busy place, and players will not want for options here.

Does the map utilize the space well? You’ve made sure to include many believable elements, but putting them all into one room makes it seem like you could have spent a little more time on the layout.

Are the elements presented well thought out and make sense for the environment? I appreciate the attention to detail here. You included elements like dry ingredients, empty barrel storage, a tasting area, and even a recipe vault. These kinds of features don’t make it onto maps all that often (to my recollection) and they really add to the environment here. I still question having everything in one giant room, but it’s not too much of a stretch to view it as a cavernous factory floor with a lot of product on the move. Nice work! One feature that seems out of place is the dwarven face the lava is pouring out of. The open-mouth face that is spewing liquid or gas is an old trope, and can work. But this is a brewery, and I keep thinking that it’s a dwarf that got sick and is ejecting his ale all over the floor. Worse, he got into a barfight and is spitting up a mouth full of bleeding, broken teeth. Also, I keep thinking his beard is about to start on fire.

Is this a map I would like to use more than once? It’s not often my PCs find themselves in a brewery. A tavern sure, but not a brewery. Another advantage to separating the areas a little more means a GM could easily cover up some portions to re-use as a warehouse, tavern, meeting hall, etc.

So, back to the initial question: does this map spark the imagination? You’ve included enough on this map to get me thinking about how to use them all. I know players would have fun here, and the GM could get a kick out of describing some carnage in the area. Overall, I quite like this map and the ideas that went into it, but I do think they could have been organized a little more.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? The lines are not well defined, and you rely on the separation of colors to do the work of a good marker. This map isn’t pleasant to look at and a cartographer might have trouble making it any better.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? The only choice is whether to cross the river or not, and how.

Does the map utilize the space well? Rivers are difficult to incorporate on the area of a flip-mat because to make them wide enough to be a believable river, you need to have them stretching across almost the entire play surface. This means the river itself ends up looking a little boring.

Are the elements presented well thought out and make sense for the environment? You added some logs and some rocks, as well as some colorful x’s. It appears that a few rocks started the jam up, so you did include some cause-effect. I want more than this though. The river banks are very plain.

Is this a map I would like to use more than once? Maybe.

So, back to the initial question: does this map spark the imagination? A fight over floating logs isn’t unappealing, but this map doesn’t work very hard to convince me that the area is much more than that. I suppose I could populate it with giant, mutant beavers.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes, very.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There are a number of doors on the exterior. If the party breaks in through the front or back door, then they’re faced with a long hallway with lots of doors. I expect most players will want to take their adamantine earthbreaker to the wall though.

Does the map utilize the space well? You include some ancillary structures, so the surrounding area isn’t empty.

Are the elements presented well thought out and make sense for the environment? The rooms included are important for making the space seem livable, and you included a latrine! All of the buildings are very rectangular, perhaps to a fault. I don’t see an architect taking much pride in this structure. I might believe the owner didn’t care for such things, but then there’s the private living room and master bedroom. The long, building-length hallway is a little off-putting. An open kitchen could have used the space a little better, which would put one fewer door between the kitchen and the pantry. I’m nitpicking though. It’s clear you did take time to consider a lot of issues with making the building believable.

Is this a map I would like to use more than once? Probably. It’s a multi-functional map for sure.

So, back to the initial question: does this map spark the imagination? Though I can imagine a lot of uses for this map, it’s because it’s rather common in its appearance. This lives up to its name. It’s a cabin in the woods, and the mountain of ground tread on that subject in horror films makes it hard to sift through the ideas that aren’t my own.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes. Choosing white as a text color was smart. It’s not a color used elsewhere on the map (except for the pillows, but you get the idea.)

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? Regardless of what they’re doing here, the PCs are given a lot of ways to bring their plans to fruition. You took a lot of time making sure there was a lot to do here.

Does the map utilize the space well? Yes. It’s visually engaging, almost at the risk of being a little too cluttered.

Are the elements presented well thought out and make sense for the environment? Boggards have taken up residence opposite a crumbling shrine. That makes sense. The riverbed is drying up, so you manage to explain why the river is so narrow, while also creating a field of different terrain elements to play in. The unstable bridge is sure to be fun. One element that could use a little polishing is the chapel. It’s somewhat confusing as to how the greenhouse and the manse were designed around the other structure. Come to think of it, the chapel was there when the river was wider, but it doesn’t look like a building made to stand on the water.

Is this a map I would like to use more than once? Hard to say. It works nicely as a dwindling muddy river bed. The other elements limit it’s use somewhat, but I look at this and I want to find uses for it again.

So, back to the initial question: does this map spark the imagination? You give us a lot to work with here and ideas for encounters that focus in one each element you’ve included are easy to reach. I’m fairly certain this map will get one of my votes. Well done!

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

1 person marked this as a favorite.

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? It’s just one big room, so not really. I suppose they could go right, left, or straight up.

Does the map utilize the space well?

Are the elements presented well thought out and make sense for the environment? You mention that it’s meant to be paired with a rakshasa, which is a CR 10 creature, meaning PCs will be at least 6th level when they fight it and thereby have access to fly. That could break the encounter, but at least it would be requiring the use of one of the highest level spells a party is likely to have access to. As the party get’s higher level though, stairs become less and less of a hindrance. There are doors on the left and right, next to each set of stairs, but non on the far side of the room. Rooms like this are built to show off, and that usually means having the best view of the entire room upon entering it, which would be at the south side, opposite the door on the north. Also, the balcony serves as a place to address those entering or gathered below. There needs to be an entry hall opposite the balcony to sell me on the idea that this room actually serves a purpose. Finally, there needs to be more here. The floor design is intricate, which is nice. Your use of color is appropriate for the occupant, but you could have included additional elements to make this more interesting.

Is this a map I would like to use more than once? Easily. I play a lot of Pathfinder Society, and I’ve learned that Pathfinders attend a lot of dinner parties. Social encounters could use a room like this often, so I expect I could get a lot of mileage out of this map.

So, back to the initial question: does this map spark the imagination? I need a little more to work with. This is a good start, but it’s not quite there.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? Depending on the mission, maybe. The map doesn’t present a lot of choices, but it does have a nice directional flow.

Does the map utilize the space well? Yes

Are the elements presented well thought out and make sense for the environment? Exceedingly! You even included sewage runoff. I’m no expert on slaughterhouses, but it seems that you took extreme care in making sure this place could function. From the guard chambers with prodding poles along a multi-pronged path leading to the pens. You considered that the master of house would want to view new arrivals and made sure there was a clear path from the office to the bars. You have chutes, water tanks, and more. I’m impressed. I want to provide some feedback that isn’t just praise though, so I’ll mention the skull. Why is it a skull? Giant skulls are a tired trope, and while it does fit in the setting, I’m still left wondering if it’s appropriate. I’ve been critical of using recognizable symbols as an integral part of a map before, mostly because they can easily threaten to dominate the design and cause other elements to suffer. If you’re going to use something like a giant skull as the frame around your dungeon, then that dungeon has to work hard to not be less interesting than the skull element. I think you succeeded here, but it is a point worth reiterating.

Is this a map I would like to use more than once? It has a very specific purpose, but that doesn’t mean I wouldn’t find a reason to visit one of these farms whenever a group of players was near Geb.

So, back to the initial question: does this map spark the imagination? I was looking for a little emaciated Waldo in there but I couldn’t find him. Yes! I want to have my disarmed players herded into one of these pens with no idea of how they’re going to escape. I want them to witness the horrors of feeding time on the plantation. I want to run a role-reversal one-shot where the human chattle escape their pens and the players as undead need to hide in their homes while the humans try to break in to kill them. This place oozes with potential, and other stuff. Seriously, nice attention to detail.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

1 person marked this as a favorite.

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? Once PCs find their way onto the thing, they can go through the front door, risk pushing through a tangle of overgrowth or break the glass somewhere. They’ll probably want to break the glass. Once inside, there’s a realistic layout that will be explored before it gets boring. Nicely done.

Does the map utilize the space well? At first glance, yes. There is one concern though. You designed it symmetrical, and that’s fine. It’s a beautiful design, but if you design a symmetrical structure, you have to work a little harder to make sure the PCs aren’t getting the same experience in both ends of the building. You do that wonderfully with Area B, but not as much in Area D. Essentially, you devoted two separate sections of your map to the same room. Sure, the vines are poking through, but I’m not sure that’s enough.

Are the elements presented well thought out and make sense for the environment? As noted, it’s a very well-designed building that looks like something we could see in the real-world. The landing is crumbling and there’s an excellent sense of history about the place. Players will want to know what it’s function was/is, and the answers to that question can largely be decided by the GM. You use color extremely well and there’s no doubt this will be a stunning final product.

Is this a map I would like to use more than once? A GM could use this building to serve a number of functions.

So, back to the initial question: does this map spark the imagination? It certainly does.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s only one way in and one way out, which is actually fitting given the context of a horror encounter.

Does the map utilize the space well? Yes. The area presented is visually interesting and I don’t feel there’s any wasted space with possible exception of the outer wall.

Are the elements presented well thought out and make sense for the environment? You use different materials in the construction, lay them out in a pleasing manner and use the pattern to create secluded, but not isolate, areas within the structure. That’s exactly what this kind of building should aim to accomplish. Well done! A minor detail that could use some attention is the thickness of the outer wall. What is it made out of? Are there maintenance corridors for tending to the pipes feeding the fountains? Are there pipes? The hedge wall is great, but you could cite different kinds of flowers or plants that exist in this place. Many monuments also double as showcases for rare or exceptional flora. Sometimes you’ll find signs that promote the florists that donated and maintains the specimens. Again, these are minor details that could flesh out an already impressive map.

Is this a map I would like to use more than once? Absolutely. A quite garden can find a number of reasons to make an appearance. I would buy this map without hesitation if I saw it on the shelf at my FLGS.

So, back to the initial question: does this map spark the imagination? This map would be an excellent way to introduce some classically-flavored fairy tale elements into a game, which is also something I said about your Ruby Butterfly. There’s more than one way to make this map an integral element to an encounter, and I’m always excited to see a map that’s rich in theme due to a well constructed design. Nicely done.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s a number of interesting areas to work with when deciding to approach the volcano at the map’s center, so yes.

Does the map utilize the space well? Yes, this could easily be in the flip-mat line that Paizo produces.

Are the elements presented well thought out and make sense for the environment? Fumaroles! I recently spent a little time researching water science, and the geothermic elements I read about are represented well on your map. This seems like it could be a real place, and each element provides a unique experience with how the encounter is likely to play out. You’ve carefully placed each element to maximize the player’s enjoyment of the space. Nicely done.

Is this a map I would like to use more than once? Absolutely. It’s a fun twist on the volcano location, which is odd, because mud holes are probably more common, geologically speaking.

So, back to the initial question: does this map spark the imagination? I would like the opportunity to use this map and am willing to devote some thinking time to coming up with reasons to do so. There’s more than just dragons that could find a home here.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes, but I’m not sure if the green area is supposed to be grass or forest.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s a number of terrain features, but they’re fairly mundane. The result is that there’s not much steering players one way or another apart from the direction of the road.

Does the map utilize the space well? There’s a lot of wide open space that probably could have been put to better use.

Are the elements presented well thought out and make sense for the environment? Geysers and hot springs are fun elements, but I’d like to see them integrated into the environment a little better. Hot springs are a great excuse to include signs of prior travelers, or at least some interesting flora not present elsewhere in the map. You have the hot springs surrounded by stones, but the map doesn’t appear to be a mountainous or rocky environment otherwise. That means someone put the stones around the springs purposefully. There’s a fallen log, but no other trees present on the map. That’s fine, but it’s a clear sign that there’s an ambush ahead, since someone had to drag that log out here and place it purposefully. There’s not really anywhere for an ambusher to hide on this map though. You have some good instincts on what kinds of things can be included to make for a good adventure, but you should develop those elements and consider their impact on the environment you place them in.

Is this a map I would like to use more than once? It’s a nice dusty wagon trail, which could be used easily more than once.

So, back to the initial question: does this map spark the imagination? I’m disappointed by what I don’t see on this map, which means it stirs the imagination somewhat. This map prompted a fun, little research binge on water science that I aim to revisit when I have more time. It’s a good start, but the map needs a little more to really shine.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes, but some of the terrain elements are obscured by more shadow than is probably ideal.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s a few different features to explore, and players can pick the order.

Does the map utilize the space well? There’s enough distinctions between the areas to make each useful for different kinds of encounters. I don’t feel the space is wasted, even when there’s not much happening there.

Are the elements presented well thought out and make sense for the environment? I would prefer to see a dozen or more tree stumps. Lumber operations are efficient at removing trees. I can fully appreciate the idea that they found something unexpected in the process of removing the trees, but there’s only one chopped tree on this map. Did they find this well on the very first felled tree? It’s not impossible, I guess.

Is this a map I would like to use more than once? I like the individual areas you decided to include on the map, and they seem like good, general purpose elements. Camps are always useful. Treelines are good. A dusty wagon trail can serve a lot of purposes. And I could also use it as a generic excavation site with a mysterious purpose.

So, back to the initial question: does this map spark the imagination? It does, but not many of the ideas coming to me are flashy “you’re going to level up after this” encounters. It’s a clean map with lots of uses, and I’d buy this if it were on the shelf, but it’s better suited for encounters that are stepping stones to the real show. That’s not really what I’m looking for in a Superstar map, but it is such a good multi-purpose design that I might consider voting for it anyway.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? It looks like you either enter from the observation dome, the fishery, or through one of the four points where the unholy symbol breaches the outside. That creates some variable to entering, but there’s not a lot of options after that. The space does flow rather well though.

Does the map utilize the space well? Competently enough, but it could have included more.

Are the elements presented well thought out and make sense for the environment? I never liked the practice of using symbols as a basis for a location. It’s easy to hang too much on the symbol and not enough on the surrounding elements. Also, what purpose does an underground cavern cut into the shape of anything serve? Real world examples of this phenomenon probably started when we believed the gods were looking down at us and could see the structure’s pattern from their place in the heavens. You can’t see it from above when it’s underground. Unless extreme care is taken to explain the symbol, it comes across as a little tacky. You also risk having the most important part of your map being something that someone else designed. So, did you avoid this pitfall? Winds funneled through the symbol add a nice transformative element to its purpose, but the unholy symbol of Pazuzu isn’t exactly effective for directing winds unless you explain it away with an extreme shift in pressure, or magic. This reason is also not something you'd be able to understand when looking at the map out of context. You included some additional rooms, and the space looks believable as something someone could live in, but those elements aren’t terribly exciting on their own.

Is this a map I would like to use more than once? The unholy symbol of a specific demon means it’s going to be hard to use for many other purposes, though I suppose it could double as any kind of hermit hideaway or secret lab.

So, back to the initial question: does this map spark the imagination? The extra rooms added to the unholy symbol just aren’t enough to make for an exciting location on their own, which means you’re relying a little too heavily on the unholy symbol to catch the viewer’s attention and drive inspiration. Integrating a symbol into a map as a prominent feature is not an easy thing to do, and I commend you for giving it a try.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes, but some of the text is unnecessarily small.

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? There’s three primary elements to explore, but beyond that there isn’t much need to make choices.

Does the map utilize the space well? There’s too much open ground between the campsite, the dig site and the collapsed lighthouse. You did add grass, but this space is ripe for some interesting terrain features.

Are the elements presented well thought out and make sense for the environment? Your lighthouse is on a precipice, but that is mostly irrelevant to the map. There’s interesting elements when taken on their own, but they’re somewhat dissociated from each other. The eagle nest is a nice feature, as is the burrows, but those could have been integrated a little better. Perhaps the campsites could have been fortified against incursions made by creatures coming from the burrows. Maybe they tried to plug one up, or built an encampment around one to fight against things that come out of as soon as they appear? What about a defensive structure for the dig site?

Is this a map I would like to use more than once? Archaeological dig sites could find a spot more than once even in the same campaign.

So, back to the initial question: does this map spark the imagination? I can understand why adventurers would want to come here, but once they arrive, it’s kind of dull. There should be more to suggest a sense of urgency, or to imply recent or imminent dangers. You started that process, but I think you could have taken it a step further to get GMs a little more excited to work with the environment you provided. It’s close, but not quite there.

RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I’ll start by telling you what I think a good map does. It sparks the imagination of the viewer. It whispers stories of events yet to come and invites a GM to spread their toes in a sandbox of creativity. It presents mysteries that need to be solved and beckons players to open every door, delivering on each area’s promise that more adventure awaits ahead. There are some technical elements that can help.

Is it readable? Yes

Are there multiple choices for the PCs to make? If not, does the map present a path for the action to flow in? PCs can approach from different angles at their own peril, or try to get a better look at the shrine from the nearby hill.

Does the map utilize the space well? Yes. It’s an overland encounter location, which are easy to have a lot of wasted space on, but you mostly alleviate that problem by including hazardous mist and sprinkling in some eerie locations that make the PCs ask questions about what was here before, and what happened to it/them.

Are the elements presented well thought out and make sense for the environment? The ruins aren’t really sunken, as you depict the tower foundations, which would be submerged if the region was sinking and floodwater was seeping in. It’s likely trails would have linked the stone road to the towers as well as the shrine. Trees are only present on the boarders of the mist, which is a clever touch. Are there dead trees inside the mist?

Is this a map I would like to use more than once? There are evil shrine map packs and swamp flip mats that could serve purposes similar to this map, which means I would only need this map for this specific encounter. The giant skull is an old trope and limits re-usability.

So, back to the initial question: does this map spark the imagination? There enough things going on in the map to get some ideas flowing, but not as many as I’d like. That's mostly due to the really simple structure of the shrine and somewhat random placement of the additional features, like the collapsed stone golem. A little extra could have pulled this map so much farther. Still, it's pretty good work.