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![]() Driftbourne wrote: The description says "including player and creature tokens" How is this different from the old pawns? The tokens are double sided cardboard circles, roughly the size of a nickel. They don't stand up. I suppose they do carry the advantage of being easily transferable to VTTs, but as a tangible item to use during actual tabletop play, pawns definitely have them beat. I am not sure why they swapped it up on, perhaps just a cost saving measure, but I hope it does not become the standard. ![]()
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![]() thewastedwalrus wrote: Nothing against these maps in particular, but it does seem odd to include them in the Lost Omens subscription rather than the Maps one. I think it makes sense. The Maps subscription is all about battle maps (flip-mats and occasionally flip tiles). These are reference maps for the campaign setting, and are a companion piece to the Lost Omens: Shining Kingdoms book. I'd call the Lost Omens subscription the best place for it...and it matches the precedent set when the City of Lost Omens Poster Map Folio released back in 2019. ![]()
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![]() FYI, copies have started to ship, but unlike usual, instead of the PDF being available when your order ships, there is just a note that it will get added to your account on the 31st. ![]()
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![]() Also, not sure that it is anything to read into, but since folks love speculating, there are still plenty of references to Secrets of Magic as many of the items reference spells drawn from it. ![]()
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![]() For anyone still looking for more pics of these, there are some up on the WizKids site... https://shop.wizkids.com/products/pathfinder-book-tabs-gm-core ![]()
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![]() For anyone still looking for more pics of these, there are some up on the WizKids site... https://shop.wizkids.com/products/pathfinder-book-tabs-player-core ![]()
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![]() Prince Maleus wrote:
Yep, it's almost like they don't realize what an anal lot we RPGers can be. ![]()
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![]() Oh no, sorry to hear this, and sympathies to his family! :( I read Plague of Shadows and Walker from the Crypt just a few months back and would recommend them. I'll pick up Stalking the Beast now. ![]()
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![]() Product Description wrote: The book also includes a bestiary of monsters inhabiting the region and a gorgeous fold-out poster map to serve as a centerpiece to any Shining Kingdoms campaign Oooh, just noticed this bit about the poster map...great news, it was a real bummer to not get one in either Mwangi Expanse or Impossible Lands. ![]()
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![]() I just got my download on this, and FYI, the map is showing the secret doors (I'm assuming the separate file should be a player friendly version for printing out). ![]()
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![]() On page 11, in te description for area A2, the text states that a trap “triggers the first time a PC steps on one of the marked squares”, but on the map, it does not appear that any squares are marked as far as I can tell. Is there any clarification available? ![]()
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![]() Populations numbers are super useful to me in understanding a settlement/nation. I understand they are not always realistic to everyone, but it's great to have a good place to start. Lost Omens World Guide at least had them for the capitals of each country. That said, if anyone is looking for population figures for the settlements of Tian Xia, they are available Dragon Empires Gazetteer (and the populations for capitals only in the Dragon Empires Primer), both for PF1 (even if those sources are otherwise not up to the standards of the new book). ![]()
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![]() keftiu wrote: 320 pages is BEEFY! Excited to see all this. Yeah, that’s a huge upgrade from the 128 pages we have now in Gods & Magic. Definitely makes this book way more intriguing. ![]()
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![]() So I notice that the product description promises a poster map, but the PDF I received yesterday does not appear to have one. Did it just get missed on the digital version by mistake, or is there not a poster map after all? It’s be a total bummer if so. ![]()
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![]() Ok, just got my download and this looks like a pretty good set! What do we think is what here, obviously the first temple is for the Prismatic Ray and the last one is for Asmodeus. I figure the second one (seaside shrine) is Gozreh, but what's the third one (fiery skull shaped)? I feel like I should easily have this but it's not coming to me. ![]()
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![]() Thanks James, I really appreciate the hearing your perspective on the change, and won’t derail the thread any further. And ironically, as a big fan of Galt, I now kind of wish you had done that one as a 128 pager. ![]()
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![]() James Jacobs wrote: It is. We'll have more to say about the stand-alone adventure line later, once we have a better place to talk about it that's not just a store page, but starting with "Prey For Death" all standalone adventures for Pathfinder will be hardcovers and a minimum of 128 pages long. We're hoping to standardize this to 2 hardcover adventures a year. I look forward to hearing more about that when the time is right, as I have to admit that I’m less than excited to hear that the standalone line will be going to longer format adventures. More isn’t always better, I was actually just thinking (before I read this), that I wish you guys went back to publishing 32 page adventures. What I’m looking for in standalone is something reasonably short that I can slip into my own campaign, whereas a 128 page adventure feels more like a campaign of its own, which is what I thought the AP line already covered; especially with the recent move to 3 book APs, it seems like the two adventure lines are moving closer together instead of each filling their own different niche. That said, I trust you guys to put out great product, and regardless of my personal preferences for the line in general, Prey for Death does sound like a very cool adventure! ![]()
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![]() Laclale♪ wrote: How about balancing? Product description states "Fully integrated errata from the first 4 years of Pathfinder Second Edition, including new balance adjustments to ensure that every creature presents a thrilling level-appropriate challenge!" That said, based on Aaron's response above, I would assume those are fairly minor/scattered tweaks (which is fine with me). ![]()
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![]() Don't mind me, just a quick post because this thread is damn cool and want it to show up in my profile so I can check back in on it in the future. ![]()
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![]() SatiricalBard wrote: There is an errata out now for these maps. See this post on the product page. Thanks, SatiricalBard, I just noticed this now. Awesome that the put out errata, that is very helpful. Now the question is, why not update the map on the PDF files? Seems like an easy fix, but what do I know? ![]()
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![]() This AP is off to a great start, it looks very promising indeed. @Sen H.H.S., way to storm onto the AP scene! and @James, we're psyched to have you back in the saddle as developer! ![]()
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![]() Arazni is a fascinating character (goddess) for sure but I feel like this topic would be better as it’s own thread so people can chat about all of the Tian Xia preview goodness here. ![]()
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![]() I would just like to say that it is super cool that the third chapter of this adventure is named after the latest Elvis Costello record. Vanessa Hoskins, take a hero point! ![]()
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![]() I’m reading through the Guldrege section in Chapter 2 of Mantle of Gold, and I am having a lot of trouble making sense out of the maps. I feel like the location numbers are all wrong. Is it just me? I feel like it makes a little more sense if you assume that the F & G tags are reversed (such that the map labeled “Lower Guldrege” with all of the G#s is actually the workshop areas labeled F#s in the text, and vice versa), but even so things still seem to be off so that it’s not a one to one correspondence. For example, the silos are described in the text as F2 & F3, but the buildings that look like silos on the map are labeled G3 & G4. Has anyone else been able to make sense of things? If any of the developers see this post, any chance that we could get some clarity please? ![]()
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![]() I’m going to disagree, I think it is a very solid starter adventure. Good home base starter town in Falcon’s Hollow, plenty of hooks, a solid wilderness to explore, and a dungeon that is large but split up into multiple separate quests so it doesn’t feel like a big megadungeon grind. I think it’s a great place to start that can easily be expanded into a larger campaign but doesn’t lock you into a full AP from the git-go. ![]()
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![]() I agree that this is a the biggest frustration with what would otherwise be a very cool AP. The quickest fix is probably to kill off Sakuachi fairly early on and have the the god-spirit transfer to one of the PCs. A more satisfying fix would probably be to have the PCs learn about how to do some god-calling and have them quest to Sarkoris themselves for it, but that would pretty much mean a full rewrite of book two. ![]()
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![]() Thirding the request for images; it's pretty hard to decide whether the map will be useful for my game without actually seeing it. ![]()
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![]() Dark_Mistress wrote: I would honestly rather seem one delayed a month to spread it out some. I’m sure having them out in time for people to buy before Christmas is a factor towards them both dropping in November. ![]()
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![]() I'm very interested in these products, but I agree with Revien999 that the name Monster Core could be improved (and I'd argue the same for the other three too). ![]()
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![]() The sidebar on page 33 refers to the Brimgate Walker character background in the Gatewalkers Player's Guide, but said player's guide contains no such background. I'm guessing that it got cut for space, but perhaps Jason or someone else at Paizo might care to enlighten us? ![]()
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![]() theviolator36 wrote: I was having the same issue. in Foundry, go to the Add-on Modules and select Install Module. If you type Abomination Vaults into the Filter Packages bar it should pop up and you can install it. After that the instructions in the video should make more sense. Except it being the Pathfinder Beginner Box it will show up as the Abomination Vaults.Adding onto the explanation above, since you said you have the module already. On the startup page go to the game systems tab and make sure you have the Pathfinder 2nd edition system installed and selected when creating the game world on the separate tab. Get a cool background, start the game as GM. go to the "game setting" tab and open the "manage modules" then check the pathfinder 2e: Abomination vaults module and hit save module settings. The game page should refresh itself then you may see the spalsh screen for Abomination Vaults. Dont panic if you dont. Double check on the "compendium packs" tab and find the section thats labled "Adventure" and under should be a folder titled Abomination vaults. open it. and open the pop up screens file too. This should open the intended splash screen. Below the window is a button to import the Adenture FINALLY!!! Hope this helps! Thanks guys, so I've tried all this and the problem I am encountering is that when I am in the same world (which yes, is PF2) and go into Game Settings/Manage Modules in the app, I can not locate Abomination Vaults there. However, I do however see it as activated when logged into my account on the browser, and when I go into Compendium Packs on the app, I see Abomination Vaults folder under Actors, and it seems like I can go ahead and import individual monsters/NPCs from the adventure, but otherwise I don't see anything else, the splash page, maps, etc. ![]()
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![]() If I was running this, I would definitely allow my players to comment up with their own backgrounds if desired, and would work with them to make sure a deviant power and link to the gate backstory were both part of the equation. I see the player’s guides as a great blueprint, but not a straight jacket. ![]()
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![]() James Jacobs wrote: If folks want us to do more 6-part Adventure Paths... PLEASE let us know! The 3 part ones seem to be engaging people more and allow for more stories to be told in a year, and I'm hoping that we'll be able to settle into a rhythm that allows for more frequent higher level 3 part arcs, but if people do still want 6 part ones... we need to know. (And that includes seeing evidence in sales and reviews and the like for parts 4–6 of those Adventure Paths, not just requests at the front end.) Yeah, I can feel how this is a catch-22. The idea of a 6 part/20 level adventure definitely appeals to me in theory, but at the speed my group runs (playing monthly) it's a huge multi-year commitment, and there is so much good stuff out there grabbing my interest. As for the three-parters, I can easily imagine that the level 1-10 APs sell better than the 11-20s, but I would love to see more of the latter as options and I feel like the more that are out there the more likely people would be to use/buy 'em. I fear that Ruby Phoenix, cool as it is, may have not been the best upper level one to throw out first as it's one of the hardest to bridge thematically & geographically with the 1-10s available. I am eager to learn more about Stolen Fate for this very reason. ![]()
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![]() Sasha Laranoa Harving wrote: I don't think Compton's name has graced an AP volume before. Let's see how this goes. Besides the two urban PFAP volumes John wrote that will from america mentioned, he also wrote Starfinder AP Temple of the Twelve (a.k.a. Dead Suns book 2), which I just finished running, and was an absolute blast! ![]()
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![]() I concur that preview images of flip-mats are pretty essential if you're trying to make a purchase description, I sure hope you guys start doing them again. ![]()
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![]() Question for the Paizo guys: Spoiler: In Chapter 3, Part 1, (the cemetery), the text talks about how to handle a character moving through “a square containing an open grave”, however, on the map, none of the graves look any more open than any others (at least as far as I can see). Are they all considered open, or is there a way to tell that I am somehow missing? ![]()
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![]() The maps are great. As for old vs new, I have to admit that overall the originals are more to my taste, but then my group enjoyed the early Paizo grittiness, and wouldn’t be bothered by any of the stuff that got (reasonably) toned down (which was probably the right call for the more modern market sensibilities). However, I am definitely glad to have both versions, and am finding it very interesting to compare and contrast. If I was to run it now (which is definitely tempting), I would mostly likely mix elements from both. ![]()
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![]() I’m very pleased with this analysis and overall very optimistic that things are proceeding in the right direction with the appropriate care. That said, I would like to add my voice to the chorus advocating for different elements to do different types of damage. ![]()
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![]() I don't have time to get into these detailed analyses (though they are cool to read, thanks), but just wanted to pop in to voice my support for a more details on Casmaron. It's the area of Golarion that I would be most interested in seeing more info on. ![]()
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![]() Not to derail the 6 vs 12 part AP campaign argument, but on the original topic, this sounds like a pretty promising AP. I'm definitely interested in checking out (and the tie in also makes me much more likely to pick up Dark Archive too). ![]()
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![]() I was just wondering if anyone has any experience using the Stamina variant from the Gamemastery Guide (p. 200-201) in their Pathfinder 2e games? I've used in Starfinder (where it is the default assumption), and I like it, but I am always a little wary of using major variant systems in rulesets that aren't specifically designed for them. Has anyone seen it in (PF2) play? Are there any notable pitfalls or anything I should think about before adoptiong, other than whatever is already discussed in the spread in the GMG? ![]()
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![]() This is super cool, John. I can’t believe that no one has had anything to say about it in the year and a half since you posted. Perhaps, like me, they just don’t look at this homebrew forum with any regularity. |