Rolan

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Sometimes you start something that turns out to take a bit longer than you expect. Redrawing the whole of Castle Scarwall is that!

The map is adjusted in a few places to make the layout a bit more realistic - plus to have 5ft thick walls. But it still corresponds to the book descriptions (almost) 100%.

Here's a link to the files.


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I got carried away and make a highly detailed map set for Korvosa Castle. They look best printed out A0 size in colour, or you can use them for VTT's by exporting at whatever resolution you like.

There's two versions of each floor: one with no labels or doors for play, and then with them for reference.

I rearranged the rooms subtly in places, but they should match the book descriptions 100% (anniversary edition).

There's some fun little details in there in places too.

Download Korvosa Castle map set


Hopefully a simple question.

When counteracting something, using dispel magic as an example, is your counteract level:

a) The level of the spell doing the counteracting? (level 2 in this situation)

b) The level of the maximum level spell you can cast? (1/2 character level rounded up).

And can anyone point me to the precise rules where this is mentioned.

Under Counteracting (p458) I can see only:

- Rules for calculating the level of the effect you are trying to counteract (What you can counteract depends on the check result and the target’s level. If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level).

- Rules for calculating the target DC

- Rules for calculating the check bonus (eg:the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.)

- But no mention of the level of the Counteracting effect (only the one being counteracted).


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Hello. Here's a map set of the labyrinth beneath the Arkona mansion. Theres a version of it for each of the 4 states its in. I didn't find a better way in roll20 of setting up the labyrinth than having it in for separate maps and moving between them as the PCs pull on the levers.


I strongly suspect its out of print but I'm looking for a hardcover copy of the 2017 Book of the Damned (or two copies even!) and I'm wondering if there's any chance it will be available?


The use of 'daily limit' has me a bit unsure...

Can a party rest for 8 hours twice in the same day (24 hour period) so that casters can refresh their spells twice? Or is there a hard limit on this? So that no matter how much sleep happens (or nap stack etc), there is always only 1 set of spells per day?


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I made a high resolution map of the Hospice of the Blessed Maiden. Enjoy!

Some of the maps supplied don't scale up well for roll20 / fantasy grounds (or printing out). The Hospice of the Blessed Maiden particularly so given its 10ft = 1 square scale and small size in print.


My supplier just told me Gods & Magic delivery got pushed back from yesterday (their order didn't show up) to April. So i cancelled the order, but...

Today it seems the various EU webshops are changing their date to April 7th.

Do you have any idea what's going on? Reddit is blaming the corona virus!


All the instruments in the CRB require two hands to play. Which makes sense. Other than a trumpet, I can't think of an instrument that plays well one handed.

This means that a bard playing an instrument isn't going to be using a weapon at the same time. Which is not as disastrous as you might think since all the bardic composition spells are verbal only. But it's limiting for sure.

So that's the question: can a bard play an instrument and wield a weapon at the same time? I'm assuming 'no' but I might be missing something.


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I've added House on Hook Street and Carrion Hill to my Crimson Throne AP. With so much going on in the Bridgefront area I needed a player-friendly map that I could add locations to over time. Here's a pdf map of bridgefront., with the locations not shown, in case anyone can make use of an editable map of the area in their campaign.


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I love your products, but your online store experience feels like it was made in 2005 and is full of poor user experience design issues. The only word to describe it is 'atrocious'.

Yesterday I had issues with my credit card being accepted on your site. So I asked a friend to buy it for me. He is a professional digital user experience designer. He said that the purchase and checkout experience is the worst he's seen in 10 years. He said this with no prior contact or bias one way or the other. And it's his area of professional expertise.

My worry is that this will lose you customers and sales. I'm certain it is in fact.

It's understandable that you have issues given your customisation to enable subscription purchases, there's no easy 'out of the box' solution you can plug in. But I urge you to escalate the need for an all-new UX (and middleware, WebObjects is antique) to drag your ecommerce experience into this decade before we reach the next decade. It will improve your online sales figures, and not leave a nasty unprofessional aftertaste when buying online.

Love PF2 by the way :)


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I like giving my players fairly detailed maps for travel. Here's a detailed map of the Cinderlands. I used the software Wonderdraft btw, I can recommend it for doing pretty nice maps very quickly.


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I just wanted a bit more detail than the provided map has to make the journey at the beginning of book 4 a bit more engaging, so made this..


A hopefully simple question:

Is the adjusted base movement of a PC used for calculating overland travel (class bonuses, magic bonuses etc), or just their 30ft (or 20ft for the small folk) unadjusted movement?

Or, for an example, does a human barbarian do overland travel faster than a normal human?

The core rules state that a 30ft movement character, for normal (walking speed) overland travel moves at 3 miles per hour, for 24 miles in 8 hours.

A horse moves at 50ft base movement. This is shown to be 5 miles per hour, or 40 miles in 8 hours.

So, for a level 10 monk with 60ft base movement, would they move 6 miles an hour, or 48 miles in 8 hours? Or do they just get calculated as normal humans?

Or, for a barbarian (+10ft base movement) with Boots of Striding and Springing (+10ft base movement), would they move 50ft = 5 miles per hour, and 40 miles in 8 hours?

All of the above is for walking speed, not hustling.

Thanks!


Looking for advice, I just want to make sure I handle this arcanist exploit properly:

Quick Study (Su). The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

A few questions:

1 - Is the arcanist retrieving their spellbook considered part of the full-round action or a separate (move) action. If so I assume that the 'retrieve a stored item' to fetch the spelbook will also provoke an attack of opportunity?

2 - Quick study is supernatural, so I assume damage taken whilst performing it has no chance of interrupting the arcanist's spell swapping.

3 - An attack of opportunity can be used to deliver a Sunder combat maneuver. So an attack of opportunity triggered to an adjacent enemy during Quick Study could trigger a Sunder attempt on the spellbook. All this takes is a successful combat maneuver, then damage is done straight to the spellbook? This sounds very nasty.

If anyone has any insight into this, or any extra RAW clarity I'd appreciate it :)


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Could be a tricky one - most adventures involve looting a tomb at some point or another. The Crypt of Tula in Dragon's Demand was the last one we plundered :)


First of all to say: I love this design. It's much clearer and more intuitive than the crazy stealth DC math of PF1 and extra tweaks accreted over time.

Having said that, I feel the current labels are confusing and could be tweaked. Maybe others do too?

I'd suggest something like

Seen > Obscured > Sensed > Unknown

Why?

Seen: that's fine. Very clear. Except for bats but they won't mind.

Concealed: that word for many means 'hidden', you don't know where something is when it's concealed. But in the playtest mechanics 'Concealed' means you know where the creature is and can target it fine, with a 20% flat failure chance of actions against them. You can pretty much see them, but something is making them a bit unclear, such as low light or mist.
Hence: Obscured

Sensed: all good. You can tell where something is but can't see it. 'Pinpointed' in PF 1 terminology.

Unseen: very confusing. In normal language if something is unseen it can still be heard or smelled. Seen intuitively refers to the sense of sight only. But in PF2 Unseen also means unheard, can smell it, etc. So 'unseen' is misleading.
Hence: Unknown. You don't know where they are.

There could be even better words. 'Unaware' might be better than 'Unknown' for example.


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So my initial reaction on a skim read was confusion and headscratching. But then...

So rather than trying to read the whole thing, I dug into specific mechanics that I've found troublesome in BF1 (aka 'my pet peeves) and found each time that the nuances and flexibility of the new system handle them in thoughtful and smart ways.

For example, the whole 'how to manage free hands' aspect when eg: casting whilst holding a weapon complexity has been made much clearer and more intuitive. Anyone who has tried to operate a hybrid melee caster PF1 RAW knows what i'm talking about: you often run out of free hands and have to go into the whole world of swift / free / move (but draw weapon as part of move) etc world which is an unnecessarily complex jigsaw puzzle.

Reach now avoids the 'can't hit someone adjacent' constraint that made combat a lot more fiddly. At least that's what it seems like.

Simplified the whole 5 foot step mechanic into just Step and Stride actions. Each of which can be taken multiple times (up to your 3 actions). Trying to explain to new players when and why they can take 5 foot steps relative to other movement types (in pf1) was unnecessarily difficult.

Constant cantrip spam (eg: 'im always detecting magic') now can be maintained for 10 minutes before becoming fatigued. So your PCs are no longer all wandering around with permanent detection cantrips running by default. Anyone who has GMd a paladin with permanent detect evil knows what i'm talking about - it can destroy tension and surprise.

There's many more, those were just the first 3 i looked into. And I haven't even looked at the encounter design system, which i hear is significantly streamlined, and after having to create large encounters for a very high level party, that is super appreciated!


After nearly 4 years, with side quests, role playing and all sorts of shinanegans, my party finally defeated Karzoug. Playing on average once every two weeks... its a long journey.

The dice mostly went in their favour, the battle never really looked like it would turn against them except at one moment when Karzoug managed to blind most of them and they realised they lacked spells to get rid of it in quantity.

I only took three spells off the table for Karzoug:
- Mages Disjunction. Because of the maths.
- Maze. Because, effective as it is, its boring for the PC who' stuck in it for the whole fight.
- Mass suffocation. That 20 round duration is just ... mindbendingly evil.

Here's the photo for when they just arrived...

The battle begins

The verdict: a great adventure path! Next up: Curse of the Crimson Throne, Hardback edition.


There's plenty of discussions on using acrobatics to move through a threatened square but I can't determine one specific part of the mechanic. I'm curious if anyone knows:

Situation: You are standing in 5ft square A, which is threatened by a monster. Next to square A is square B, which is not threatened.

Skill check: You use an acrobatics skill check to try to avoid granting an attack of opportunity, intending to move into square B, with the intention of then complete your move action to square C.

Assume you roll and fail the skill check.

This means the monster gets an attack of opportunity on you.

The rules state that you also 'lose the move action'.

Does this mean that you do move to square B (5 feet only), but cannot move to square C (unless you use your standard action as a move action, if you have it).

Or... does it mean you are still standing in the original square A?

I can see both as possible interpretations of the RAW, as do the various posts I found that touch on it. Curious if anyone knows which is intended by Paizo?


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I found it hard to explain the layout of the monastery to my PCs, its pretty complex, and there's no image of it in the book. So I made this, so my PCs could get a good grasp on the place and where to explore. If I could paint i'd do an artists impression of what it looks like, but instead it's an isometric stylised map.

Dragon's Demand monastery - exterior map


My players have made it clear they'd love to continue to level 20, so I have work to do. Damn those pesky players!

I'm pretty happy with my overall plot outlines, key NPCs and so on. But before I start to get into the details (and maths) I'm wondering - did you try the same thing and how did you do it?

Once I've written the adventure I'll share it here (expect a few months before that happens). I have hacked at and incorporated much of the Witchwar Legacy module, as well as drawn a lot of inspiration (but no direct use of) the Beyond the Vault of Souls 3.5 adventure. So you'd need Witchwar to be able to play it. But here's a summary:

When the PCs defeat Karzoug, the souls he'd captured are released into the Astral plane. Karzoug's soul is also released into the Astral plane, on the way to the River of Souls and judgement. However certain beings are waiting and steal select souls. The PCs have to follow the trail, in an outer planar as well as material plane detective story, to track the stolen souls down and recover them.

The main soul that doesn't make it to the Boneyard because of this is Karzoug. That gets taken by a powerful Demon, who has reasons to be angry at Karzoug - namely that the Demon's own soul was stolen and Karzoug was involved. The PCs have to go chase down the Demon's captured soul (cue Witchwar Legacy adventure), in order to trade it for Karzoug's soul.

They must then adventure through the Abyss to meet with the Demon lord and make the trade for Karzoug's soul - which they deliver to the Boneyard for judgment.

Pharasma judges Karzoug, and he's sent to Abaddon. But with a specific condition - that they immediately destroy it. The PCs are sent there to deliver the soul and make sure that happens. A powerful Daemon tricks them, wanting to take Karzoug's soul for himself and turn it into a daemon.

The PCs have to chase the daemon across Abaddon, kill it and retrieve Karzoug's soul. And then travel to a place in Abaddon where they can make sure it's finally destroyed so that Pharasma's ruling is carried out (echoes of the one ring and mount doom).

There's also a side trip to Belkzen to a Red Dragon's fortress to get some clues, and plenty of other details. Plus some sub plots in Magnimar for the breaks. But that's the core of it.

If anyone's tried anything like this or has any suggestions, i'd be keen to hear them.


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Hello. MAJOR SPOILERS! GMs ONLY.

I'm 90% the way through of chopping up the Sins of the Saviours chapter (my players are just done with Scribbler). I thought i'd ask the community if anyone had done similar, in case there's some ideas out there I can borrow :)

Issue: I didn't want a long dungeon crawl. Instead I wanted a mix of dungeon crawling, along with role play and politics. A series of short dungeon crawls intercut with various detective works and interaction with NPCs and so forth.

Solution: I broke the dungeon crawl into parts: each wing of RF has a new, separate entrance, located in the territory that the Runelord originally occupied. These are the main ways in. From each wing it's possible to open a door into the central RF area, but these must be opened (initially) from within each wing. In other words, the PCs have to discover the different entrances, dotted over Varisia.

In order for this to work one of the PCs has to be very into doing Thassilonian research, since lots of clue-dropping and detective work is needed. Fortunately I have two PCs who are. My PCs also have several fast-travel options, so this change doesn't mean loads of wandering around the wilderness on foot.

Runeforge entrances: CR order
Each wing will be entered via its new main entrance, except the Crypts of Gluttony: this is accessible via the Halls of Envy via damage done in the recent fights there. This means the party first explores those two wings together in sequence.

1. Envy
The Abjurant Halls of Envy
Runelord: Bellimarius
Magic: Envy (abjuration). Opposed: wrath (evocation), gluttony (necromancy)
Territory: Edasseril - islands off the coast to the north west of Varisia.
Entrance: Chakikoth Isle.
How to find: Xaliasa's riddle.

2. Gluttony
Ravenous crypts of Gluttony
Runelord: Zutha
Magic: Gluttony (necromancy). Opposed: envy (abjuration), pride (illusion)
Territory: Gastash - the Hold of Belkzen.
Entrance: There’s a way in via the ruins of the halls of envy. The main (external) entrance leads to Belkzen (in a mountain range), in The Sleeper (ruins of Xin Gastash).
How to find: via the ruins of the Halls of Envy. I'm looking forward to the moment the PCs emerge from this wing and realise they're in Belkzen! It also illustrates the extra-planar nature of Runeforge in a more tangible way than as written in the sourcebook.

3. Greed
The vault of greed
Runelord: Karzoug
Magic: Greed (transmutation). Opposed: lust (enchantment), pride (illusion)
Territory: Shalast - western varisia, eastern storval plateau, eastern Kodars.
Entrance: below Kaer Maga (below the Godsmouth Ossuary).. Ever paranoid, Karzoug hid the entrance here thinking this was the last place in his territory that his enemies would look. I've adapted a part of the stand alone adventure 'The Godsmouth Heresy' as background (since I have an Inquisitor of Pharasma in my party it fits well).
How to find: via advice from the monks in the Therassic Spire. The Revelation Quill can be used to get the PCs here: I have the quill as originating from the Therassic Spire library - so it can prompt the PCs to go there in various ways. Once the monks see the Quill they offer any and all assistance to the PCs in exchange for access to / loan of / custody of the Quill (depending on negotiations).

4. Lust
The iron cages of lust
Runelord: Sorshen
Magic: Lust (Enchantment). Opposed: gluttony (necromancy), transmutation (greed)
Territory: Eurythnia - South east Varisia
Entrance: below Korvosa castle. (Beneath the Grand Mastaba). My PCs are not welcome in Korvosa, so for them entrance will probably involve sneaking in via the sewer system. I'm trying to keep them out of Korvosa proper since I want to run Curse of the Crimson Throne next and don't want to introduce too much overlap.
How to find: the monks in the Therassic Spire help out again - the monks were busy researching whilst the PCS were in the Vault of Greed.

5. Pride (*dominant part)
The shimmering veils
Runelord: Xanderghul
Magic: Pride (illusion). Opposed: sloth (conjuration), greed (transmutation)
Territory: Cyrusian - north west Varisia to the Linnorn kingdoms.
Entrance: Rimeskull. I’m using the material from the sourcebook for this, along with Arkryhst. The mountain tunnel leads directly into The Shimmering Veils however, not to the central Rune Forge chamber.
How to find: from clues within the Iron cages of lust. Ideally from Delvahine, who will try to trade this knowledge for her life (or perhaps to co-opt the PCs in her plotting towards Vraxeris).

6. Sloth
The festering maze
Runelord: Krune
Magic: Sloth (conjuration). Opposed: wrath (evocation), pride (illusion).
Territory: Haruka - small territory to the east of Varisia, N of Korvosa
Entrance: Sech Nevali (the Hanging Monastery, Order of the Peacock Spirit. This is up to the north east of Korvosa in the mountains.
How to find: I have my PC’s visited by a shaman from the Moon Clan. They have heard of the PCs quest and volunteer the location.

7. Wrath
The halls of wrath
Runelord: Alaznist
Magic: Wrath
Territory: Bakrakhan
Entrance: The Ire Islands (along the irespan).
How to find: still working on this. But it will involve some kind of exploration of one of the Ire Islands. I might reprise the Old Light and have some clues there in rune form - with Brodert Quink acting as a trigger NPC if needed, which helps with the connection to the Vekker's expedition in chapter 6.

In order to make this work I re-did the riddle from Xaliasa, to point the PCs towards Xin Ederassil:

If magic undilute is your desire
To Runeforge you must aspire,
For only there can mage’s art`
compound, not split apart.

On eastern shore by steaming mirror,
At end of day when stars grow clear,
Belimarius stands in silent vigil,
Guarding gaze at Xin’derass’il.

Small stone the grace of seven lords,
Becomes a seven pointed key, affords
when offer’d in hand, with opposed spells a pair,
Entrance to abjurant hall, worn a’neck up narrow stair.

On frozen mountainside hidden gates,
Within her gifts of charity awaits,
Key twists twice in Sihedron breach,
Then your Runeforge wait is reached.

And when you’ve come and joined the forge.
Upon rarest lore your mind can gorge –
And when you slough the mortal way
In Runeforge eternity your work shall stay.

Note: I’ve changed the mechanic ever so slightly, as you can deduce from the riddle. But only slightly.

- - -

Curious if anyone else has done this or something similar?

I have detailed notes on each ‘entrance seeking quest’, although those are in flux as i’m adjusting them a lot based on my players actions. I’ll publish them each after my PCs have run that session - since they won't be changing after that!


Simple question: assuming a character has failed their panicked save and is panicked for 5 rounds, do they get an attempt each round to recover from the condition (at the original DC?) or do they remain panicked for the full duration unless helped externally (eg by a spell)?

And is this the same for other conditions?

thanks!


Hi, I'm curious if there's any groups out there playing PF online with something like openrpg (not play by post) at EU evening time? I'm up for any ap/campaign except ROTRL (which i'm currently GM'ing). Something like one evening per week (mon / tues?) would be ideal. I tend to go rules-light / role-play-heavy.

I currently GM a group and am looking to experience the game from the player-perspective :)

If anyone knows of another forum where i might get good results asking this please let me know.


Hello. I'm new to pathfinder but not to GM'ing and am about to start out on Rise of the Runelords anniversary edition.

My GM'ing style is to provide a high level of detail during wilderness travel: detailing each day in multiple steps. Things such as: minor encounters along the way, meetings with travellers, small villages, ruins, notable terrain features and so on. All to add flavour, and give a sense of the world as well as the distance travelled and time taken.

I'm trying to find out if there are any topographic maps of Varisia available before I start adding detail myself. I'd like to avoid creating inconsistencies with Paizo's content, as well as be able to use already created campaign (and to be created) content at a later date.

For example, there's almost no detail of what lays between Sandpoint and Galduria, or up past Wolf's ear to the Storval Stairs. Has anyone at Paizo created a more detailed map of minor settlements, major ruins, key terrain features, etc or similar?

Thanks.