Jabberwock

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I am liking these short pieces of fiction, keep 'em coming!


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Yet more magic item cards. I like to personalize some of the items I give to my players, so some have had their names and descriptions slightly changed, but it should be easy enough to tell what these items are as they are all treasure the PCs can find as described in the books. There will be multiples of some (mostly consumables) as I will give them out to PCs regardless of whether or not they have these items on them at any given time. I find that they have to constantly look up how much healing potions do (we play multiple RPGs and they're all different) so this means they won't have to look it up in the book each time they use one.

Magic item cards 5
Magic item cards 6
Magic item cards 7
Magic item cards 8


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For a month without Battles this sure is going to be an awfully expensive one for me.


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BobROE wrote:

I'm somewhat confused by the geometry of the Temple of All Gods.

The text seems to indicate that both H12 and H7-11 are above the main floor of the temple. But I feel like that would have the ramp to H12 passing straight through H11.

It seems like it would make more sense for H7-11 to below the main floor (as there in some mention of the prison being below).

Thoughts?

Same here. I've spent some time trying to wrap my head around it but it just doesn't make sense as written and with the given maps.

I think the best way to go about it is have H2-6 be the top floor, have H7-11 be the middle floor (same level as H1 & street level) and have H12 be underground. However, this setup means you basically have to ignore the 20' ramp/tunnel from H5 to H12. This makes the stairs from H11 the only way to get to H12.

The opening text after this section, The Dragon's Domain, seems to indicate that the party needs to keep going down to get to the dragon, so it makes sense that H12 is the lowest part of the temple and the dragon is lower still.


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I use a 40" TV laid flat on the table connected to my laptop. I create maps (or find suitable ones online) and open them in GIMP. A separate layer is created in GIMP for the fog of war (basically a solid black layer), which I erase as the party explores the map. I also have layers for things like secret doors, which remain hidden until the players find them. Other layers are created as I need them - one I created recently was for skeletons that were on the ground, when the skeletons rose up to attack the players I enabled the layer that removed the skeletons from the map as they were replaced by miniatures. A great thing about this method is that I can create maps of any size, from the smallest closet to the largest castle, and have them prepared before the game to enable combat to flow much more quickly.

If my players do something I do not expect and go somewhere I have not specifically prepared a map for, I have a large cache of generic maps I can use in a pinch if needed. If things are absolutely dire I can take the TV off the table and draw on the large Chessex mat I have laid underneath it for just such a contingency.

Another nice thing about this setup is that I can use video files for maps, making the environment the players are in more dynamic - animals move through the wilderness, campfires flicker, lighting in the area changes from the nearby magical portal, waves crash on the beach, seagulls chase their ship as it sails the ocean, etc.

The TV doubles as a speaker for sound effects and music I play through Syrinscape. I also display the initiative order on the TV to the side of the map using Combat Manager, and if I need to show the players any art I can display it right in front of them on the TV as well.

You can see some photos taken during my games here and here and here.


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Zi Mishkal wrote:
Reducing a cantrip to one action would also make them subject to the -5, -10 multiple attack tax. Thats fine. I don't expect the third attack to hit anyways (unless you're hitting a stationary object or something). But it allows you a reasonable chance to double your damage and that puts you on par with the martials.

Why must casters be on par with martials as far as damage output is concerned? They can do so much more than attack. They can buff the party, make them invisible, make them fly, teleport them, charm foes, and the list goes on and on. Why should casters be as good as martials at dealing damage and still do all the other things?


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Hooray for the use of widdershins! It's a terribly underused word. My browser's spellchecker doesn't even recognize it.


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If I create a 3D model of something from an Adventure Path for which there is no available miniature (example: the Dragon Pillar from Cult of Cinders), would the STL file be something that is OK to share here with the community, provided it is free? The text below seems to indicate so, but APs are not included in the Approved Product List. Maps are apparently OK, so I am hoping the same applies to 3D models created from scratch.

Community Use Policy wrote:
You may not use artwork, including maps, that have not been published in the blog, although you may create your own interpretations of material presented in our artwork and maps, provided that your interpretations don't look substantially similar to our materials.


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That's what PDFs are for. They're easy to highlight, strikethrough, annotate, etc.


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Here are two more maps from books 2 & 3.

Cult of Cinders
Burnt Village

Tomorrow Must Burn
Wainwright's Shop


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Here's another map, this time from book 4.

Fires of the Haunted City
Chiselrock's Prison


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Our second session lasted about six hours and was an unexpected experience, for reasons which will quickly become obvious.

---------------------------------

Continuing to search for information about her father, Chiana leads the way into the Clerk's Chamber, rooting around in the documents there. When Tendulkar enters he spots the bat hanging from the ceiling and takes a shot at it with his bow, missing it. Then things went very, very wrong for the party.

The bat swoops down and crits Chiana, dropping her to Dying 2. Oan plays the first Plot Twist card of the session (Second Wind - Target gains the benefit of the diehard feat for the rest of combat) on her to help prevent her from dying. The remaining party members engage the bat but aren't very effective against it, rolling quite low. A second card is played (Sloth - Target becomes exhausted (there is no exhausted condition in 2e so I ruled the bat was instead fatigued)) to help lower the bat's defenses. As the fight rages on the bat rolls very high, landing crit after crit on the party (I rolled four 18s & 19s in a row). Another card is played (Cliffhanger - A dying target stabilizes immediately) to stabilize Tendulkar after he is dropped. Oan plays his second card of the fight (and last he has) to help defend himself from the bat (Bad News - Target gets a -4 penalty on a single roll). Nothing the party does helps very much though, as one by one they are dropped, including Jack's raven companion. When the dust settles all four PCs are down, Chiana having been dropped twice after a healing potion brought her back up. It is then that Tendulkar plays his first card of the campaign (Witness to History - A remarkable event changes lives) and I ruled that Alak heard the fight against the bat and arrived just after the party was fully dropped. He slew the bat and set about healing the party with potions. It is worth noting that had the party not used a Plot Twist card in this way, this would have been a TPK. I was amazed that this happened, but that’s the cruelty of RNGesus for ya. Going forward I suspect the entire party will let Jack attempt to interact with animals before they attack.

When they are all conscious, Alak introduces himself and tells them a bit about his story. After some time talking, the party realizes that they are in no condition to continue exploring the citadel this day and decide to head back into town and come back the next day. Oan goes to his barracks and the others get a room at the Roaring Pony, where Alak has a room. They lick their wounds, take solace in alcohol and rise the next day ready to get back into it.

The next morning the party was pretty disorganized, and spent the morning largely separated, doing their own thing in town. Tendulkar went to Cayden Keg’s and spent his morning singing songs to the hungover patrons there for a few coppers. Jack spent his time in the common room of the Roaring Pony making soup from the remains of the graveshell he brought back with him, much to the chagrin of morning staff. Chiana went to the Reliant Book Company to see if she could find some books there about the Order of the Nail. Despite me dropping hints from Voz, she didn’t catch on to ask about Calmont, whom the party knew was a former employee here, but instead browsed the shelves looking for promising books. She found one written in Infernal and stole it, but also paid a few coppers for another book to not seem suspicious. Not able to read Infernal, she took it back to Alak at the Roaring Pony to investigate. It turns out this was a romance novel that Alak had already read several times, and thus not exactly what she was hoping for, but everyone got a kick out of it. Oan spent his morning trying to gather up the scattered party members to head back to the citadel, and eventually was able to do so by about midday. Once the party was gathered, they ventured forth once again. Arriving at the citadel, they see the signal smoke is no longer rising from the battlements, an ominous sign.

Re-entering the citadel the same way they did the day before, they heard the warg pups and spent some time investigating the area and wondering what to do about them. They consulted with Warbal and after she assured them that the Bumblebrashers didn’t raise wargs but that the mean goblins were known to, they left some graveshell meat for the pups and decided to leave them there for now, planning on coming back later.

They made their way through the rest of the northern half of the citadel, finding the corpse of an adult warg (after the previous ordeal against the bat I didn’t feel like having them fight another level 2 foe right away) and encountered the skeletons in the Holding Cells. The skeletons were dispatched without much problem and the party moved south. Seeing the courtyard as a potential trap they skirted around it and made their way through the Drill Auditorium and Mess Hall, ending up in the Training Hall. Tendulkar found the secret door and passed through it. His keen halfling eyes also spotted the spear launcher trap, which Chiana was able to disarm.

---------------------------------

We ended the session there and I think one more session will have them finish off the rest of the first floor and then the battlements. We’re progressing slowly but I think we’re all having fun, with non-combat activities taking up a good portion of each session. My players really like getting into the roleplaying portion of the game, and continue roleplaying with each other in character when I have to leave the room. They’re a great group and I look forward to seeing what they do the next time we play.


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So the Battle Cards will be released the same month as all of the spell cards? Oof, January is going to be an expensive month.


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I received my case today and got a complete set. Here is the individual breakdown:

distribution breakdown:
* = multiple variants
4 Bugbear Skulker
5 Elf Soldier, Armored
6 Goblin Dog-slicer
4 Goblin Guard
6 Halfling Slinger
5 Hobgoblin Soldier
5 Orc Battler
6 Orc Charger
5 Orc Brawler
4 Bugbear Mauler
5 Kobold Soldier
5 Gnome Rogue
4 Hobgoblin Sharpshooter
3 Goblin Horse-Chopper
2 Orc Rampager
3 Goblin Ankle Slasher
3 Kobold Scout
3 Dwarf Champion
3 Dwarf Rogue
3 Shadow
4 Wraith
2 Kobold Scalecaster
3 Wight Medium
3 Elf Ranger*
3 Pteranodon
3 Chimera
4 Yeti
4 Giant, Fire
3 Alghollthu Master
4 Giant, Storm
3 Dragon Turtle
4 Giant, Cloud*
1 Halfling Druid
1 Dwarf Sorcerer
1 Gnome Soldier
1 Halfling Wizard
1 Orc Warlord
1 Hobgoblin Commander
1 Bugbear Butcher
1 Goblin Chief
1 Nightmare
1 Ashen Man
1 Dragon, Blue
1 Demon, Boar

Those numbers include the preview pack. There were a few minor issues with bent weapons, especially with the cloud giants, and only one broken mini - a goblin horsechopper arrived without arms. Poor little guy.


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Yeah, a hardcover adventure like The Dead God's Hand might be better for this idea than a full AP. I like it!


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trischai wrote:
But my experience is you don't have much freedom. Just look at the feat choices and how limited they are.

Then make some of your own. One of my players is playing a druid raised by a bird away from civilization. He has trouble interacting with people (Charisma 6) but deals very well with animals. He asked if he could use his Nature skill instead of Diplomacy for Wild Empathy, so I created a new feat for him to do this.

The strength of RPGs is that if they aren't quite what you want them to be, it is easy enough to make them so. Pathfinder 2, being feat-based, is an especially easy system to adapt to your character's needs.


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Curgyr wrote:
Narratively, the players seemed baffled that not a single spectator could escape the room without direct intervention, especially as the fire begins the encounter threatening and scary but not immediately dangerous - there isn't enough smoke or chaos to obscure the southern exit or enough danger to freeze them all in fear[...]

I had many more spectators on the map than the ones who would become trapped. I ran it so that the spectators all went on the same initiative, and on round one all but the specified trapped ones escaped, but in so doing knocked over the benches or partially trampled the remaining people to explain why they needed help.

I also told the players they could hear the council members outside the hall organizing a bucket brigade.

Quote:
And you can imagine the exasperated vindication felt by the player who measured the meeting hall mid-encounter when I introduced the citadel at the very end of the session and it was clear that the Breachill's meeting hall - which was only part of its town hall - was somehow 3/4 as wide as the entire citadel...

The map was indeed quite large, with almost 20' long tables (!) for each council member.


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Renali is specifically cited as a translator for the PCs if none of them speak Elven or Mwangi.


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I make lots of notes in my Adventure Paths when I GM, so I prefer to print out the PDF instead of marking up the physical book. I punch them with holes and place them into my campaign binder with everything else I need at my fingertips at the table.

Like NielsenE says, printing out a map page is easier than flipping back and forth during a game.

I also extract images from the PDFs to use as handouts for the players, or in creating item cards and things like that.

Bestiary pages for foes I expect the party to encounter are printed out and kept to hand during games also, though I suspect once the Battle Cards come out that will most likely stop.


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Mechalibur wrote:
I think Nketiah is the tribe's main interpreter, so she'd probably just repeat the story to the PCs in common afterward.

That is indeed her role. When I play this part I will simply say that she alternates languages as she speaks.

Cult of Cinders page 24 wrote:
“I am a linguist, a master of knowledge, custom, and the spoken word. If the rulers speak to someone who does not know our language, I translate."


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Rysky wrote:
Basically if you CritFail on Attack 1 you don’t keep the poison for your next possible 4 attacks (1 Action remaining this round and 3 next), whereas if you simply missed you could keep attacking and hoping to poison them.

As Rysky said, and I'll call out that there is the implication that once your Strike hits and deals damage the poison is used and the effect is done. If you miss you can try again until the end of your next turn, but if any Strike critically misses the effect is done immediately.


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One of these bad boys will hold about 4 sets of first edition pawns.


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If only the rules exclusively used the term species, like this article does, and not race.


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Adam Daigle wrote:
YawarFiesta wrote:
Is this hardcover?
Yep, it is! For the foreseeable future all books in the Lost Omens line are going to be hardcovers.

I hope this remains the case as hardcovers just plain look better. They're easier to display on a shelf, too.


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I am using them, but we don't want things to turn farcical so we are only using them when someone's AC is beaten by 20, which did happen several times in the Playtest. So far in one session this hasn't happened, but with the party only being level 1 this is expected. Criticals in my game are already dangerous enough due to house rules (the party's fighter did 44 damage on a crit with his guisarme that had Magic Weapon cast on it); using these cards as intended would cause too much havoc.

If things go well I'll be using the Critical Fumble deck similarly.


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Quote:
Is continuity between editions, in regards to how mechanics and lore interact, important to you?

Not even remotely.


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Having a higher constitution is helpful for Staying Alive, which is an activity characters are going to want to do for much of their career.


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This is why the following is in my House Rules document:

Quote:
Player characters are not ordinary people. They are adventurers, and thus each character should be ready to answer the call to adventure in order to help move the story along. Homebodies need not apply.

During session 0 I spoke with my players and told them that the expectation is that they'd not play the kind of character who just wants to sit around all day and do nothing. Downtime is one thing, but when adventure calls they're expected to pick up the phone. Otherwise what is the point of playing the game?


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I ran my first session of second edition this past weekend, and in this thread I will chronicle my experiences in case it is of help to fellow GMs. We play every two weeks so my updates here will be reflected accordingly.

The party:

Oan Wescran (an alias): male human fighter, a minor son of a minor noble family of Cheliax, in hiding from his family and the Chelaxian navy after being involved in the recent events in Kintargo, currently in hiding as a Breachill town guard.

Chiana Zataal: female elven rogue, former agent of the Aspis Consortium, on the run from Bloodcove after a failed sabotage mission involving her loveless marriage to an influential member of the East Mwangi Mining Company. Sold to the Consortium by her parents at a young age to pay off a debt, all she has of them is a medallion of her father’s: a medallion bearing the sunburst of the Order of the Nail.

Tendulkar: male halfling bard, escaped slave from a farm in Isger, dedicated to freeing his kin from shackles.

Jack Daw: male human druid of the Green Faith from the River Kingdoms, bastard son of the Stag Lord, raised by a giant talking Raven that may have been a permanently wildshaped druid, currently following up on rumors of a sibling he’s never met being in Breachill. Having grown up in the wild raised by a bird, he does not relate well to people but has a crow companion for company.

There are many house rules in my game, two of which are important to the first session:

1. I use Plot Twist cards from first edition as Hero Points. Players get one card per Hero Point. These are more for the narrative elements on the card as the mechanical elements are not exactly suited for second edition. Cards can be awarded to players for exceptional roleplaying or otherwise creating an awesome moment. Each player starts a session with one card and gets another if they show up on time and ready to play. I also can award one to players who keep me honest by reminding me of rules or other things I may have forgotten. These cards can also be used as per normal Hero Points. Cards not used in a session are returned to the deck and new ones are drawn the next session. I reserve the right to modify or deny the player's attempted use of a card in case it is overpowered or just doesn't make sense in the situation.

2. For critical hits the attacker only rolls damage once, then they add the maximum damage that a normal attack does. Example: an 18 Strength longsword critical hit would do 12+1d8+4 damage. This means critical hits always deal between 101%-200% of the damage that a normal hit does.

---------------------------------

Things kicked off per the adventure as written, with the exception being that Oan was on duty in the Town Hall and not an aspiring adventurer. The party had a difficult time extinguishing the fire, and spent most of their time fighting the mephit and helping people escape. Chiana pickpocketed a few people as she assisted them out of the building, obtaining some cheap costume jewelry as well as a locket with a tiny portrait of a handsome elven fellow in it (I plan on involving this fellow at a later point in the adventure). After the mephit was defeated they tried to extinguish the fire with buckets of water but by this time it was too large to manage, covering about a third of the chamber. Eventually Jack played a Plot Twist card (Best Day Ever – Everything works out just right) to have the roof collapse on the western side of the building and smother the fire. For his ingenuity in using a Plot Twist to resolve the problem of the fire I awarded him another card.

Once outside, taking stock of the situation and seeing to the wounded, Oan, being a bit of an anarchist, played a Plot Twist card (Tragedy – Disaster threatens to repeat) to have the fire flare up again from the embers, causing the eastern half of the building to ignite. Jack then played a second card (Schadenfreude – A flood threatens to destroy a foe’s home) and I ruled that one of the water towers in Monument Circle was weakened by the fire, causing it to collapse into the Town Hall, spilling its contents and extinguishing the fire for good. At this point Greta asked the party to track down Calmont, with Captain Wilford Lavendil of the town guard tasking Oan to escort the heroes and bring Calmont back alive for questioning. Warbal escorted the party to Citadael Altaerein, but remained outside as she waited on word about the fate of her tribe.

The party entered the citadel through the hole in the wall near the Court of the Nail. Fighting the graveshells, Oan scored a critical hit with his guisarme after Tendulkar cast Magic Weapon on it. He dealt 44 points of damage in one blow (24+2d10+4), slaying the final graveshell with ease (this would have killed it twice over even had it been at maximum health). The party then moved into the Records Room, with Chiana eager to find any information about her family that she could. The rats there put up a surprising amount of resistance, dodging past foes in the cramped hallway to get to the easier targets of Chiana and Tendulkar. Dangerously wounded at 1 HP, Chiana was able to escape danger as her companions slew the rats at last.

---------------------------------

That’s where we ended the session. We played for about five hours and the session was received well by both myself and the players. I look forward to seeing what these characters do in the future.


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thenobledrake wrote:
Fumarole wrote:
As a certain GM is fond of saying to his players: "You can certainly try."

That phrase implies there is an uncertainty to the outcome that isn't there in your specific example.

You can't "try" to use Wild Empathy on beast any more than you can "try" to have your character propel them self through the sky by means of sustained farting.

I think you may be using a non-standard definition of the word try. My previous example would be the same result as a player trying to cast sleep on a foe that is immune to it. They can try it, thus spending the actions and spell slot, but it will never work. That's what I mean when I say try, and I suspect it's what most other people mean as well.


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James Jacobs wrote:
There's not intended to be a feeling of urgency. It's kind of a good thing if the party takes its time between adventures to do downtime stuff in town or at the castle.

I plan on having a lot of this in my campaign. I've never liked the notion of a PC going from 1st level to 20th in a manner of weeks or months; it really should be a lifetime progression.


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Steve Geddes wrote:
You can if you know what you want to do, or you can wait until the email goes out and reply to that:

Thanks Steve, but I was looking for an official answer as I never received the email that went out last week, and I'd like to know if there is a time frame attached to this notification that we need to provide. I guess I'll call Customer Service to see what's up.


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KutuluKultist wrote:
Pathfinder characters have neither teachers nor (narrative) reasons for the vast majority of their development.

Speak for yourself.


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Fromper wrote:

I haven't read all 500+ posts in this thread to see if this has been addressed yet, but I have to ask: Why are these books so expensive?

136 pages for $37 (or $35 in the case of the next one, Lost Omen Character Guide) is nearly twice the price per page of what Paizo used to charge for hardcovers in 1st edition. Compare to 256 page books like Ultimate Combat or Advanced Race Guide, which are only $45 hardcover today, and I swear I remember them being only $40 when they were new.

It has been discussed, at length, and I would advise you to go read those threads rather that start it all over again here. Long story short - these hardcovers are not monthly, and valuing the books at a price per page is a terrible way to go about it.


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You just have to fireball harder. After all, as the size of an explosion increases the number of problems it is incapable of solving approaches zero.


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Talk to the Venture Captain for your area. If that doesn't work, use PFS to find good players and recruit them into a home game.


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Quandary wrote:
The GM only gives it to you to meet metagame expectations anyways.

Speak for yourself.


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Here is another file of six magic items.

Magic item cards 2


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The upcoming Battle Cards might be what you want, for Bestiary monsters at least. I will be making my own cards for anything not included in that product (items, NPCs, etc.) and have already started sharing some in the community content thread for Age of Ashes.


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Chris Godsey wrote:
I have a question about the befriending the Ekujae section of the adventure. Is the ring of fire resistance given to each PC or is there just a singular ring that the party has to decide who gets it?

A single ring.

Cult of Cinders page 15 wrote:
The elves offer the PCs a copper ring of fire resistance in the shape of a leopard, with the clan’s twin leaders wryly noting that it will likely serve the PCs well in the days to come,


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It's signifer, not signifier, folks.


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keftiu wrote:
Fumarole wrote:

Is that a man-cheetah I see?

I want to do something with this.

That’s an amurran/“catfolk.” They have a nation in southern Garund.

Indeed you are correct. I mistook it for this.


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Gorbacz wrote:
The Rot Grub wrote:
Gorbacz wrote:
If it's so easy, why haven't you done it yourself already? I mean, it's few hours of light work.
I'm assuming no one has done it with this PDF because, unlike the Playtest, this is a commercial product and so making it freely available would be illegal. Paizo has to do it.

Since Zapp wants it for their personal use, at what point is legality a question?

Not to mention that one could perform the work and then send the PDF to Paizo to update their master file. If it is as easy as some claim that could have been done in the time this thread has existed.


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And people say magic is pointless in Starfinder.


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RH wrote:
There was a thread or two back a few years with someone from Paizo commenting, if I recall correctly. I can't recall what their answer was, just that I wasn't satisfied and that we never have been given the chance to buy the maps.

I'm pretty sure the answer was that the art is ordered at a resolution suitable for printing at the scale found in their books. Having the art be created at a higher resolution would make it much more expensive.


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DRD1812 wrote:
Aside from "let them die," how do you help them discover the concept of tactics and marching order?

Failure is an integral part of learning.


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It's always a seemingly inconsequential amount of work when it is someone else that has to actually do it.


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CrystalSeas wrote:
Emailing staff directly is difficult: there is not central directory of staff emails.

Paizo's contact page has several examples of staff email addresses. While Erik Mona's is not present, one can infer what it probably is based on the ones that are listed.


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keftiu wrote:
How’s Ravounel look? What’s up with the Archetype?

The archetype in the book is Bellflower Tiller.


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Are your players racist, or do you suspect them to be so? If not then I don't really see how this is a problem. If so then you might want to find new players anyway.

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