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![]() One of my players had a question about the prerequisite of "Take Cover". Paizo wrote: Requirements You are benefiting from cover or are near a feature that allows you to take cover. Her question: How close to a feature that allows cover qualifies as "near"? I ruled that as within range of the players speed, but I wasn't sure if that was the right call. Has this come up with anyone else? I tried searching the forums for it, but didn't find anything. ![]()
![]() I was having a hard time with the new proficiency mechanic and after some reflection, I realized that my problem wasn't really with the mechanic itself, but with the word "Legendary". The difference between +2 and a +3 seems too pedestrian to justify a "Legendary" status. "Legendary" should be fairly unattainable to mere mortals. How about something like Trained > Advanced > Expert > Master? Or just a Proficiency value? (e.g. Prof: +2) ![]()
![]() I agree that the Charisma bonus feels off for Goblins. In fact, I think that goblins should only have one Boost for Dex and two flaws for Wisdom and Charisma. I know that goes against the homogenized "two boosts, one flaw" pattern for ancestries, but hey, like the overview says, goblins have to "work twice as hard to prove their worth". ![]()
![]() I'm surprised this one hasn't gotten more attention. I find myself scowling at the trait blocks in the Bestiary, too. I guess I've been spoiled by the old stat blocks. Alignment, here. Size, here. Type, subtype, frequency, etc. all codified and placed consistently. Not all mashed together into an alphabetic list. Maybe it will get easier as we use it. But for now, I have a pretty good scowl going. ![]()
![]() I thought it would be cool to see the whole Alabaster Trident tower in the style of David Sutherland's infamous Ravenloft Castle map. So I dusted off my Sketchup skills and gave it a whirl. https://i.imgur.com/AQFc2Dy.jpg (I took a few minor liberties with the original maps. Some things were confusing to me and others were just wrong - like 15 feet of steps going up 35 feet. But nothing drastic.) -Chinchbug ![]()
![]() I just received an email confirmation for Order 4561397 Pending Shipment and it does not include the three items that have been in my Side Cart for about a month (added Oct. 1, Order 4521357). I see in my order that they were added to my Side Cart, but when I check my My Account page, I don't see a side cart section like I used do. I just want to make sure that something didn't get horked up with the itesm in my side cart. Can I get a confirmation that these items will be shipped with my normal subscription? ![]()
![]() It's an interesting mental exercise to contemplate the results of an entirely self-serving voting pool. Considering that the vast majority of votes will undoubtedly be cast by submitters... Would it not be in their best interest to vote for the crappiest stuff? (Except for their own item, of course.) I have faith that we loyal Paizoites would never succumb to such base tactics, but surely I'm not the only person that had the thought. ![]()
![]() Here's a Sketchup image with my measurements and notes on how I derived those measurements. I tend to go overboard on these things and I have miserable memory, so I added some popout reminders on how to put it together. Oh, and I think I have an idea of how I'll handle the artwork. I'll post it if it turns out half-way decent. ![]()
![]() Well, never one to be defeated (and a bit impulsive), I decided to make my own. So I jumped on Amazon, ordered myself some acid-free binding boards and hinging tape, and had a go at it. The first attempt was a disaster. Let's just leave it at that. But my second was much better. I took some pics for posterity (and petty messageboard self-aggrandizement).
Not pretty, but much more stable on my book shelf. Now I just need 10 more of these puppies. ![]()
![]() I hate bringing this up 'cuz it doesn't really impact play at all, but the scale of the Crow has been bugging me. All the descriptions of Irespan (i.e. Magnimar Campaign Setting, etc.) put the bridge at 300' across and the pilings at 100' in diameter. But the Crow is over 250' at its base. That's wider than it is tall and certainly too large for a 300' wide bridge. Did I miss something here? Like I said, it's been bugging me. ![]()
![]() From the City Building rules...
"A fair amount of additional residential structures are common amid most one- and two-block structures." So I take it that the City Grid is more of a generalized layout and not meant to be a structure-by-structure accounting of each building in the city. If that’s the case, what’s the purpose of the house adjacency requirements (rule mechanics wise)? ![]()
![]() Dorje Sylas wrote: I've been looking at doing similar for mapping out town development when the second part comes out. You mean, like, model each building listed in the player's guide so when your players start making their town you can quickly provide a 3D view of whatever they come up with? What a great idea! I think I'll do that, too. I'll share whatever I come up with, of course... -C ![]()
![]() Scipion del Ferro wrote: What program did you use by the way? carborundum wrote: What did you draw that with? Except for the labeling and layout, it was 100% Sketchup (http://sketchup.google.com). Someday, I'll pony up for the Pro version, but for now I still use the free version. Dalvyn wrote: Would you consider posting a text-free version for your international audience? :) Done. Here you go. http://www.rlucci.com/images/olegs-I.jpg (1744x1769, 924k) ![]()
![]() I had a little time this weekend and wanted to experiment with a new mapping style. I thought it turned out kinda' neat and may make a nice handout for those of you who are starting this campaign right away (my group won't see it for years - we're still plodding through Rise of the Runelords). Anyway, feel free to yoink if you can use it... http://www.rlucci.com/images/olegs.jpg (1744x1769, 938k) -Chinchbug ![]()
![]() cibet44 wrote:
Sorry, cibet44. I never noticed your questions (since my vacation ended, I've been swamped at my day job). Anyway... 1 - I tried to be as accurate to the printed AP as I could. Where there was ambiguity in the text, I used my best judgment. The mistake I mentioned in my original post was the just the impetus that got me started doing the map. Just some friendly background information. Sorry for the confusion. 2 - Again, I tried to be as accurate to the written text of the AP as I could. Now, that all being said, everyone makes mistakes. I've already had to fix one problem that was pointed out to me. So if you do find anything that doesn't match the text, let me know. It's easily fixable. Grim Ramas wrote: If you don't mind, I'd like to print up a poster sized version for my game. Also with your permission, I'd also like to put this on my player website. That's why I posted it, Grim. As long as you don't strip off my name or sell it... it's all yours. Knock yourself out. I'd be curious to know how it prints up as a poster! -Chinchbug ![]()
![]() Thanks for all the kid words, everyone... Sneaky wrote: could you please supply also a Sandpoint map version without any name of the location written on so PC could add their knowledge as they acquire that during the game? Here you go, Sneaky... JPG version
PDF version
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![]() Someone sent me an email request to put together a map for Turtleback Ferry. I know a couple other people have already done this, so I was hesitant to do it. But, you see, I'm on vacation this week so I had all this free time that needed filling. And this mapping style is so fast and fun, I couldn't resist. So here's yet another version of Turtleback Ferry.
Turtleback Ferry:
Turtleback Ferry flood reference:
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![]() By request, I've made some PDF versions of the maps to make it easier to print. I had to tweak the quality a bit - the file sizes were getting a tad too big. But they still look pretty good. Sandpoint map
Sandpoint / Catacombs of Wrath
Sandpoint Siege Guide
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![]() My players will be facing Mokmurian in the Fortress of the Stone Giants soon, so I've started preparing for Sins of the Savior. Right away, I realized that I had made a mistake back when I was running Burnt Offerings. I misunderstood where the Catacombs of Wrath were located in relation to the rest of Sandpoint (I thought they were farther north). It won't be a big deal for me to fudge this detail in my game, but my obsessive compulsiveness demanded more. I fully re-mapped Sandpoint and created an overlay of the Glassworks cellar and the Catacombs of Wrath and then filled in where I imagined the rest of the long tunnel would be. But then I realized that since I based my map of Sandpoint on the one in the module, it should print out nicely on a standard 8.5x11 letter-sized paper. So, I labeled everything and cleaned it up a bit. With the locations labeled (rather than just numbered), it makes a swell reference for both players and GM. But why stop there? That siege at the beginning of Fortress of the Stone Giants could do with a bit of a reference guide, too. So I made one of those, too. I've posted up all three versions (at high resolution, so they print out nicely). Feel free to yoink 'em if you need 'em... Sandpoint map
Sandpoint / Catacombs of Wrath
Sandpoint Siege Guide
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![]() As soon as I read about the ruins of Aberian’s Folly in the Infernal Syndrome, I knew my players were going to want to climb all over what was left and that I was going to need to lay it out for them. So I did. Feel free to yoink it if you can use in you own campaign. http://www.rlucci.com/images/aberiansfolly.jpg (1514x1000, 328 Kb) I took some creative license (as usual). The AP stated that most walls were completely destroyed, but I didn’t like how that looked in my minds eye. I saw the walls down to their nubbies near the main crater but standing higher farther from the explosion’s center. Also, the large door at E2 is described as 14 feet tall, but the room is only 10 feet high (AP#26, pg.32). I went with a smaller door. Also also, the map depicts the roof still being in place over the eastern-most rooms. I took that as a simplification and went with some partially destroyed 2nd floor rooms instead. There’s a fireplace in the wrong spot on the second floor, but I didn’t t want to have to go back and mess with it. Lastly, for simplicity, I left out all the rubble and debris. You’ll just have to <gasp> use your imagination. Have a great Christmas! -Chinchbug ![]()
![]() When I get a new Pathfinder, the first thing I do is flip through it and check out the artwork and the maps. I must admit that when I got to the Devildrome map in PF #27 (What Lies in Dust), I wasn't all that impressed. The map was very simple for taking an entire page. Of course, the second thing I do with a new adventure path is read the thing from cover to cover. Again, the section with the Devildrome didn't have much detail, but my imagination filled it all in and I came up with something very evocative. I could see this big round cage resting in a ring of dilapidated half-timber buildings. Like some huge, bizarre nest. I was so smitten with the notion that I laid it out in Sketchup. I have two renders, the first is an aerial perspective view of the Devildrome and the second is a view from within the cage (which was on a whim but turned out looking pretty cool). Feel free to snag them for your own campaigns if you like. http://www.rlucci.com/images/devildrome1.jpg (1811x1039, 598K)
I should point out that I made the central platform a mere five feet high while the adventure path said it was 15 feet. I assumed that was a misprint since a ramp that's 15' high but only 10' long is no ramp. That's a tilted wall. While putting this together, my wife made some very rude comments about the construction of the cage. Something about not being able to support its own weight. She has a PhD in engineering, so I suppose it's only natural for her to look at things that way. But I'm the DM, so all I have to do is smile enigmatically... ![]()
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![]() Thanks for all the kind words, everyone. Very ego-boosting! Here's an eye-level approach view that I forgot about which may be useful...
yoda8myhead wrote: ...What program did you make these on, and how long did they take you? I used Sketchup for the modeling, DAZ Studio for the rendering, and Photoshop for the compositing. For how long it took, I wasn't keeping track. Let me think. One weekend and a couple evenings... 16-20 hours? I suppose if you add it up like that it seems like a lot of time, but this is my hobby and I don't even bat an eye at it. Besides, I despise television so I have a lot more free time than most people. Richard Pett wrote: ...I wonder if Paizo would be interested in seeing you make other places come alive in a similar way from time to time?... That's an interesting thought. I'd be happy to consider any requests. Private requests can be sent to rlucci1(at)yahoo.com. ![]()
![]() Actually, I wasn't planning on posting this one because I was just twiddling around and experimenting. I don't think it's anything that anyone can use in their campaign but the elevations turned out kinda' cool. I've given up trying to texture the thing - I've learned that I did it all wrong if I want to give it texturing. Ah, well. That's why you experiment. Next time... http://www.rlucci.com/images/foxglovemanor.jpg Chinchbug ![]()
![]() Rob McCreary wrote: As for discrepancies, some of that may be due to the fact that I didn't have a complete map or description of the Battle Market as it appears in HotCK while I was working on Final Wish. I just had to kind of stick the Brazen Tower in there and hope it would fit! :) It's seems to me like trying to build an airplane after it's taken off and flying through the air. I'm all the more impressed for it. ![]()
![]() When I got the Final Wish (PF-24), I had a hard time visualizing the Brazen Tower inside Kelmarane's Battle Market. So I whipped out my trusty old Sketchup and had a go at it. As I was working, I ran into some discrepancies between the text and the maps. In those places where the maps diverge from the text, I stuck with the text as best I could. Sketchup doesn't really do structural damage well - I did the best I could. And I wasn't up to the task of adding rubble and debris. They don't let me out of my padded room long enough for that. Anyway, it was a nice Sketchup exercise and I had a lot of fun making it. Feel free to yoink it if you think it will be of any help to you or your campaign. Ciao. ![]()
![]() Paul Ryan wrote: I believe the system is set up to assume one of the preordered copies is the subscription copy. So if you preorder two, then subscribe, it takes one of them out of your preorder to be the subscription. I had pre-ordered three. Then, when I set up my subscription, it reduced the pre-order to two. Which is fine, I just want to make sure I get all three. One for the subscription plus the two left on my pre-order. ![]()
![]() I loved Bayt al-Bazan, but noticed that there was no exterior view or artwork showing the entire structure. So I broke out my copy of Sketchup and had a go at it (I'll get rusty if I don't use it). I tried to stay true to the maps as much as possible, but some things I had to take creative license with... Feel free to yoink if you think you can use it. Spoiler:
I know it's not really necessary for running the Impossible Eye since the players are trapped inside, but you never know. If they try to fly away, they might see it in its entirety... ![]()
![]() I recently ordered some PF rulebooks and a Bestiary on the same order (#1139972), but I must have accidentally checked the ship-all-together checkbox. Is it possible to get the order changed so they ship when they become available. I don't really mind the extra shipping and I certainly don't want to wait until September for my core rulebooks. ![]()
![]() I think I must have accidentally clicked the "ship all items together" option rather than the "ship items when they become available" option on my order yesterday (# 1139972). Would it be possible to get that switched around? I don't really want to wait until September to get my PFRPG rulebooks. I'm fine with the extra shipping... ![]()
![]() I created this for a friend who's currently running through LoF and really, really wanted a map of the manor. If anyone else can use it, help yourself. I'll be using it myself as soon as my players wrap up Rise of the Runelords... Here's the link:
Here's the same map without the room labels:
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![]() I put together a graphic for my players depicting the exterior of Vekkers' Cabin (Spires of Xin-Shalast, Part 2). I liked the cabin conceptually, but had a hard time visualizing it. So I roughed up a quick view in Sketchup. I thought it looked cool enough that I "fancied" it up a bit in Photoshop so I could present it to my players when they get there. If anyone else can use it, help yourself... http://www.rlucci.com/images/vekkerscabin.jpg (2424x2061, 912K) ![]()
![]() It'll be a while before my players get to the Fortress of the Stone Giants, but I've been reading ahead to get an idea of what to expect. I had some concern with the Watchpost (part three, area A1). The map of the tower doesn't have a scale and if I take it at 5' per sq., the doors and stairs are too small for the giants. But if I take it at 10' per sq., that would make the tower 90'x90'. The description puts the tower at about 60' high (about 5 floors). That's a mighty squat tower. I'm unhappy with it. So I revisioned it. It's still just a simple tower with only two floors, but the scale works better for this anal-retentive DM. I prettied it up and threw it online in case anyone else wanted to use it. Here's the link: http://www.rlucci.com/images/WatchTower.jpg ![]()
![]() I had some requests put together a layout diagram for the Shadow Clock Tower from Skinsaw Murders.
I should note that I rotated the level with areas E4 and E5 90° so it would fit better with the rest of the tower. So the boarded-up door stands to the south (the description puts it to the east). I didn't think it would make that much of a difference. The adventure path had some discrepancies concerning the overall height of the tower; one description said the tower was 180 feet tall, while another had the bells at "well over" two hundred feet above area E1. I went with the larger dimension. More dramatic that way. :) I also used some creative licensing to fill in some missing details. I just put it together in a way that made sense to me and how I will run it when my players get there. I didn't bother putting in the trivial minutia (like the support beams and the stair rails). Those will just have to be taken as read. -Chinchbug ![]()
![]() Joey Virtue wrote: It would be great to do the Shadow Tower at the end of Skinsaw Watcher wrote: The Shadow Clock certainly could use some polish. For a relatively simple structure, I've always struggled with Rob L's map. Particularly with the upper floors and the scaffolding. Alright. I'll see what I can do. That tower is rapidly approaching in my own campaign, so it'll benefit me as well. I should have some time to work on it this weekend, but I make no promises... ![]()
![]() Mothman wrote: I keep meaning to learn Sketchup. Now that I realise I could use it for D&D rather than just work I'm more motivated... Dude. It was so easy to learn... I downloaded and used it for the first time five days ago. Seriously. I hate to sound like an advert for Google, but if you have any experience at all with CAD or 3D modeling, this app will be a breeze. ![]()
![]() Don't know if anybody needs it or not, but I whipped together a quick interior layout for Sandpoint Cathedral using Sketchup. One of my players needed it for our campaign. I also roughed out the adjoining buildings, but haven't done 'em up in Sketchup yet. If there's an interest, I could probably be talked into doing it. Here's a link to the map image: http://www.rlucci.com/images/SP-Cath-SU.jpg. (1625x959, 490K). ![]()
![]() About the second encounter into Thistletop, my players whipped out a handy flask of oil and set the place on fire. It was near the end of the gaming session, so I ended it there and called it a night. I have until next Friday to come up with something clever. Has anyone else had to deal with this? Do I have the fire just go out or should I let the fortress burn to the ground? Of course, they're still in the eastern watch tower, so I could trap 'em and kill 'em. ;) Any advice or thoughts would be appreciated. ![]()
![]() seekerofshadowlight wrote: Ok this is the last time I will bring this up but can we please go with 4 skills ranks per level as a min? I don't think that would be such a good idea. Having your skills locked to your level is, frankly, a bit boring. Sure, it gives you a guaranteed skill advancement for all your skills, but you end up with a dull, homogonized PC. Not having a particular skill level at a particular point in play creates opportunities for creativity. And that's what this game is all about. Also, automatic skill progression makes it hard to suspend ones disbelief. For example, a 5th-level barbarian with 20 skill points in Knowledge (nobility)? or Disguise? Uh, no. Chinchbug's General Rule of Roleplaying Design:
-Chinchbug
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