CharlieIAm wrote:
And reading in more detail, I find the answer in the description of area A2. Should have read further before posting!
Starting to read through Trapped in the Dark and I'm confused right off the bat. The PCs are using an explicitly well-traveled route that used to bring prisoners into the cell blocks from the intake, and as soon as they enter the cell block area they trip an alarm and the area is sealed off. Is it explained anywhere why the alarm had not been tripped in the years before the PCs arrive? Apparently Deg and other dero had been going one way and Romi and the Camazotz cultists and prisoners had been going the other for some time.
On the new Store's page for the Return of the Runelords AP there's a link to the Player's Guide.
My Stolen Fate campaign has reached its triumphant conclusion! We had a great time with it (but then again we might be easy to please). People had fun collecting the cards and deciding which ones went the best with each character, and the various set-piece locations in the later chapters had a lot of flavor.
Fumarole wrote: Did you ever do this? I will be running Seven Dooms soon and this would save me the trouble of doing it myself. We extracted the maps that needed tag removal (all but the Pit/Area C maps) from the original Interactive Maps PDF and Photoshopped them to clean them up. I don't know if they are fit to print (the native resolution on several of them is around 64 pixels per square) because I use the MapTool VTT, but I would be happy to share them if we can confirm that it's allowed.
In the Test of Destiny, page 17 says "PCs who don’t wish to drink can pretend to drink with a successful Deception check against the harrowkins’ Perception DC (this starts at DC 39 but may decrease as the harrowkin become sickened from drinking)." but later in the paragraph says "The harrowkin themselves are already well into their cups and are unaffected by more desert drink, though they drink alongside the PCs.". So which is it? I ended up not rolling for the Harrowkin's drinking, though I still rolled their saves for each Stage of the Test.
This discussion is beginning to make me wonder if the happy medium for Adventure Paths might be three four-book APs per year rather than four three-book ones. A level 5-20 four book AP would probably appeal to a lot of experienced players, and with the plethora of low-level adventures that exist for Pathfinder 2E it is pretty likely that there would be a number of ways to progress a party from 1st level to 5th before starting the AP proper if that was the group's desire, and a level 1-15 four book AP would still be more manageable than a 1-20 six book AP while giving players a taste of higher-level play (and provide an opportunity to justify more 16th level adventures).
Since my group likes high-level play I'm in favor of Indirect Sequels (or at least high-level APs that make it easy to bring in existing parties, like Stolen Fate) and a combination of Not Sequels and Neither 1-10 nor 11-20 APs. I agree that Direct Sequels are too close to reinventing 1-20 APs to succeed where six book APs did not. If there were more smaller-than-AP Adventures that were designed to fit in well with 3 book APs like 7-10 ones or 16-20 ones for 5-15 APs that would be nice as well. In general it's pretty easy to run a home campaign by adapting Pathfinder Society scenarios, but that gets thin on the ground after around 8th level.
There's an overview map in the 1e adventure The Harrowing, which I learned about from reading this post in the We Play in a Society blog.
I just used two fairly simple text files; one was a timeline so I could track campaign progress day by day (I started doing this in the campaign when work on the Citadel began) and the other had sections for each of the Guilds and Tasks so I could make notes and track progress. It worked fine for me, though if you have a preferred notes app you'd naturally want to use that.
For the record, I got an answer elsewhere from someone who has the Foundry module (I use a lighter-weight VTT, so I've been adapting the maps from the PDF). "The foundry module map has fire placed along the front grid row of the stage and hooked around the right side of the stage, blocking off the stairs. It also hooks a bit on the left side but not blocking off those stairs."
The Jungle Clearing and Warius Opera House maps appear to be missing tags; the former for the Giant Flytrap entry points, and the latter for the initial outbreak of the Stage Fire. I'm not too worried about the Flytrap placement, but the fire in the opera house worries me more, since I don't want to make the PCs job too hard (or easy). Anyone know where the dotted line was supposed to be?
Keovar wrote: I've been able to use TokenTool to extract all the images from a PDF, map and otherwise, but the resolution is fuzzy. Are there settings you can recommend to preserve more clarity in the images? I'm afraid I don't; the resolution of the image in the PDF is what it is. Map Align (or your graphics program of choice) has some upscaling options, and I've read about AI-based upscaling options though I haven't tried any of them myself.
I use PDF-XChange Editor Free Edition as my PDF viewer, but though it can see and save the interactive maps from my AP PDFs well enough I often utilize TokenTool to extract the base map images. For scaling and aligning the maps afterwards I use Map Align (Fantasy Grounds forum login required). While it was written by a FG user, it reads and writes plain graphic files and I have no problem importing the result.
I don't believe there's any way to get the official maps in PDF except by buying the AP in PDF form, but if you check the Community Created Content topic in this very forum you will find a number of well-made fan created maps for Age of Ashes, several of which I've made good use of in MapTool.
When we were getting started with PF2 I ran a mini-"campaign" for one of my sub-groups using material converted from PF1/d20. In the process of doing the conversions I searched out and evaluated every quick-and-dirty treasure conversion guide I could find. None of them worked; items were especially problematic. I ended up doing the "total all the loot in any given part of an adventure, compare it to the expected loot from that level range and adjust" method.
AceofMoxen wrote: Thanks. After looking at some other advice, it seems like APs are still hard mode, so I'm going to start with my five players and the normal number of enemies. I think I still need to add 25% more treasure. That's exactly how I started out. After the first two chapters I decided to add the Free Archetype variant for the PCs as well, and so far (most of the way through chapter three) I've been happy with the decision.
TheGentlemanDM wrote: "If the result of your spell attack roll for a Striking Spell would be a failure, it becomes a success instead. If the result of a saving throw against your Striking Spell would be a critical success, it becomes a success instead." How is that going to interact with the Incapacitation trait?
My players would endorse the Healer's Gloves and Type I Bag of Holding. The Arcane casters would add the Hat of the Magi as well as a Wand of Mage Armor, and the array of Staves available at 6th level tend to have something for nearly every arcanist. The Divine casters would add the Staff of Healing. For characters without enhanced vision who want to stay discreet in the dark, the hour per day of Darkvision granted by Goggles of Night has proven quite useful. Finally, Rings of Energy Resistance are ever-popular. I had a Barbarian PC who picked up a Necklace of Fireballs more or less on a whim. When I the party encountered a Black Pudding, he was terribly happy he'd made the investment. He gave the leftovers to the party Bard and bought a fresh one. My players have an odd relationship with the Ring of the Ram. They keep them, they end up not using them, and they end up selling them after they level up once or twice.
The Spell associated with a Bard's Muse is automatically one of the spells that a Bard takes at first level, but it doesn't add to the number of first level spells they get in total; that's the same way that a Sorcerer's Bloodline Spells work, for example. At 11th Level, a Bard has 3 spells of 1st through 5th level and 2 of 6th level, with one of their spells at each level chosen as their Signature Spell.
As far as other people's work to look at goes, the only other PF2 Monster builder that I'm aware of is the one from this thread. I've been using it to build monsters for converting a PF1 module.
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