We've never had PFS at our local store and the D&D Expeditions group died off months ago due to a lack of GMs. I've never picked up the GM torch for PFS because I don't like organized play with random people. I prefer homegames and that's the way it will stay for the foreseeable future, until I run through all of the good Paizo Adventure Paths.
Yep! I'm lucky to have an awesome GM!
Just buy the flip mat designed for it! The great thing about Crypt of the Everflame is that the classic Dungeon Flip Mat was designed for the module and it was added to the Classics line last year.
If you don't want to do that, then draw it out ahead of time. You can even go so far as to draw it on thick posterboard to use as the map. That way, you only draw it once and can bring it out each session. Just use Fog of War to cover the unexplored areas and reveal them one at a time!
I've run several campaigns with guns or gunslingers, but it was always Golarion based with "emerging guns" rather than commonplace. Guns aren't really a problem. I'd suggest leaving them as "emerging" to keep the game balance and cost meaning it's not easy to find guns on every corner.
Why use "commonplace" with no advanced firearms though? I've allowed advanced weapons, It's no big deal. It does reduce the misfire penalties and makes reloading easier, but nothing game breaking.
I don't think they'll revisit anything like mythic as we know it. There's too much negativity on this silly forum against it.
If you're a long time gamer like me, you probably looked forward to epic level play and then never reached it. Mythic Adventures was the first way to introduce epic level play without having to build a campaign for five years and then hope it didn't fall apart before you got the chance to implement the rules.
I am asking for a sidebar. That is all. Simple advice on using Mythic Adventures to confront a Mythic adversary. We're talking six sidebars over the course of an AP.
The notion of combining consumables with resonance is ridiculous. How does going from one method of tracking to TWO methods of tracking make this easier?
To use Erik Mona's favorite argument, I can't think of any fiction where a hero downed a potion only to lament that he had no resonance, so it wouldn't work.
Yeah, imagine how many poor gamers rolled a d20 thinking it was a d4 and couldn't read the Nat 20 they just rolled because it's a strange squiggle.
Oh, the horror.
I love my Runelords dice and these look like a nice addition. I don't have a problem recognizing one die from the other based on, of all things, the shapes and number of sides. I think when I see the squiggle come up, that I can guess that it's supposed to be the highest value.
PCs cleared the west wing during the last session. They pretty much hovered around 1 to 3 hit points the entire session. The adventure definitely has that deadly Call of Cthulhu feel to it so far. I've made a few mistakes due to misreading the map, but I was able to catch my mistake and make up for it, so the players didn't miss anything.
They ended the session by taking their three doppelganger bodies to the barrier and were allowed to pass through to the chapel. They still have Doctor Oathday in tow, so I am working out the various sorts of trouble she can cause. I probably just have her disappear and take the statue of Desna with her. I might have Winter drop some hints about doppelgangers and then they'll realize Iza Weeds is gone.
I'd like to have her kidnap somebody, but I don't see a way for her to get another person past the guards.