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bwatford's page

Organized Play Member. 1,168 posts (3,594 including aliases). No reviews. No lists. 2 wishlists. 2 Organized Play characters. 15 aliases.


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All my map links are still fully functional. No links are dead.


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From what I am seeing, with conditions having multiple levels to track as well as having to see if you crit hit, normal hit, fail, or crit fail before you know what the effect is, you are going to need condition cards to track all these things, it's going to be a nightmare at the table to resolve. Combat is going to take forever to resolve. I mean we already have seen the effects of complicated combat in 4e and this will be a nightmare to teach.

I mean 5e way over simplified things but some of these mechanics are going in the opposite direction. 5e did so well because it is a simple game, if Paizo wants to compete for the market share, which obviously they do, this isn't the way to do it.

I mean I have been playing the game for close to 40 years and some of these blogs have mechanics that are hard for me to grasp and when you combine them together a newbie will have no chance.

Please create something between the simpleness of 5e and Pathfinder1 in complexity. Don't drive away players just to be overly complex.

Just my two coppers. Take it or leave it.


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Hello everyone,

I am currently working on a professional conversion of the entire 3.5 box set of Castle Whiterock by Goodman Games over to 5th edition.

I am looking to begin play-testing of the first few levels of the castle and I am looking to put together a team pf play-testers for this project.

To qualify as a play-tester you need to meet the following guidelines:
1. Have a group of players that meet fairly regularly to spring this on.
2. Provide timely feedback on suggestions, play results, etc.

I plan on releasing a new level of the castle (for play-test) about every 2-3 weeks over the next 15 months or so before working it into a final product for public release.

If you are interested in joining the team the PM me here or shoot me a email at bwatford19@gmail.com

Thanks in advance for your time.


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I will leave you guys with 4 newly created classes for 5e. These will be used in my Reign of Winter hope game next year.

The Witch
5e Witch Class

The Witch Hunter
5e Witch Hunter

The Oracle
5e Oracle

The Alchemist
5e Alchemist


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HAPPY EASTER everyone!!!


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Wishing you only the best in your recovery Molok.

HAPPY EASTER to everyone!


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Turning his attention to Fronar, Kuiper responds as he pats the gnome on the back "It's ok little one, I think your cart is best served by staying here at the farm. We be a going hunting and that cart, well noise will be a problem. Also hiking along Hog Branch doesn't offer us any suitable terrain for it. I'll make sure my farmhands take care of it and your animal while we are gone."

With that Kuiper leads the group down to the river where a small makeshift raft awaits. Using the two long poles attached Kuiper brings the group across and to the mouth of Hog Branch.

After securing the raft, Kuiper tells everyone to keep their voices at a whisper as they begin to make their way up Hogs Branch moving inland away from the river and into the woods.

The ranger stops periodically to look for tracks and signs of passage. After several hours of this, there is a rustling in the bushes some distance ahead. Kuiper stops and draws his bow taking cover against a small tree. He motions for everyone to get ready. "Maybe our dinner has arrived."

Stealth: 1d20 + 4 ⇒ (13) + 4 = 17

Grommund:

1 gold for 20 arrows is correct.

Black Dow:

You are welcome to follow along. Please keep your comments in the discussion thread. Thanks.


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First off, I am usually a big stickler for tracking encumbrance. I even developed by own slot based system to do it easily. However for this game the focus is more on the story than mechanics so we are going to go with the basic encumbrance rules in the PHB. You can carry a maximum load of your strength score x 15. I however do expect to see weights and totals on your character sheets. If you are wearing armor that requires a certain strength score in the PHB and you do not meet that requirement then your speed is reduced by 10 feet.

Now that I have that out of the way, I do require that all of you track and include in your post (I will post a preferred posting template after this message.) what I like to call your equipment layout. It looks something like this:

Right Hand= Item currently in main hand.
Left Hand= Item in off hand.
* Note if a shield is in hand it can be used to defend, if you have something else in that hand then your shield provides no combat bonus. You would list that hand as shield plus lantern for example. That would tell me that you have your shield equipped but are currently using that hand to hold a lantern so no shield bonus to AC is available. Also please remember it takes a standard action to don or doff a shield.

Readied Weapons= Readied Weapon list go here.
*6 slots available, readied weapons are weapons that are on your person that can be made available for use with your manipulate object action each round instead of using your standard action. You have 6 slots available, 20 arrows, 10 bolts, 10 sling bullets, 5 daggers or 5 darts fill only one slot. One handed weapons fill one slot, two handed weapons and all bows fill two slots except for a hand crossbow. You must equip both the weapon and ammunition to use it.
Example layout might include: Longbow(2), 20 Arrows(1), Longsword(1), Maul(2)

Readied Items= Readied item list goes here.
[i]*4 slots available
, readied items are items that are basically on a belt, in a pouch, on a bandoleer, etc. That can be drawn using your manipulate object action each round instead of your standard action. You have 4 slots available, any item weighing 5 pounds or less can be readied in this way.
Example layout might include: scroll of fireball, potion of healing, healers kit, holy symbol (or focus)
Note that spellcasters requiring components must either have their spell pouch in a readied slot or their focus to be able to cast spells, so one slot will always be taken up by it.

All other items in your equipment list are considered to be stored in your backpack, a sack or strapped to it, etc and takes a standard action to retrieve instead of a manipulate object action.

Once per turn you can manipulate an object of your choice in an uncomplicated way. Some examples include:
• Draw or sheath a weapon (You can draw only 1 weapon as your manipulate object action. Dual Wielder lets you draw 2.]
• Transfer an item from one hand to the other
• Load a crossbow. (If you are using a crossbow then you can not manipulate another object that round unless you are not firing it.)
• Retrieve or put away a stored item*
• Pick up an item
• Move an object
• Open a chest
• Open a door
* You may only retrieve an item if it was readied for easy access (See readied items above). If you must dig through your backpack or stored items to find something, it requires use of tour standard action to retrieve it. Doing more than one of these things above requires the use of an action. Example: If you do not have the dual wielder feat and need to draw to weapons then you would draw one as your manipulate object action and one as your standard action.

These activities take very little time and are considered free to do on your turn but only one per turn. Examples include:
• Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken Everything but crossbows.)
• Dropping an item to your feet or within 5 feet of your current location.
• Dropping to a prone position. (Standing up from prone, however, takes half of your movement for the turn.)
• Speaking (you can always speak, even when it isn’t your turn – within reason.)

While I am throwing things out here, I'll throw some tips and reminders as well:

* Passive Perception (perception modifier + 10) is always active no matter what you are doing. So you really shouldn't roll this unless you suspect something might be there that you might need a higher result to see. However if you choose to roll and the roll is lower than your passive perception I will use the lower roll since by rolling you went from using passive to active.

* Difference between perception and investigation. Perception is general and is activated by phrases in game like I look down the tunnel, I look at the water, ceiling, floor etc. It basically lets you spot things that may be hard to see or might otherwise go unnoticed. However investigation is specific. If you search a body, a desk, a bookcase, etc. then that is investigation of an object (specific), if you examine something specific like I examine the water, the sword, the book then that is specific and is investigation. Another way to look at it is if it doesn't require touch, tasting or feeling the item, object, etc. then it is perception. If you need to touch, taste, flip over, open, examine, read a book, search through someone's backpack then you are investigating. Investigation always requires a roll. Perception does not unless you just want to. (see passive perception above)

* Your move can include jumping onto or off of things, jumping over things, climbing walls or ropes, swinging on ropes or chandeliers, or moving in any way that your character is capable of such as swimming or flying for example.

* Remember moving through a square that is occupied by an ally requires 2 squares of movement. Moving across tables, benches or other objects count as difficult terrain and count as two squares as well.


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Digger wrote:

DM Asmodeus: What is your stance on merging a couple of the background paths?

I finally got my 5E book in and have spent the evening off and on going through it. I still have the image of a priest of Ilmater in my head, but now the story I see has a merging of the Soldier and Hermit background.

** spoiler omitted **...

Very good. You can always create a custom background and what you have written is fine. As far as mechanics go you can choose the following:

2 skills of your choice for proficiency.
2 languages or tools or 1 of each.

Since you are using the hermit as the primary background then use its equipment list:
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

* You can switch the herbalism kit if you do not choose it as a tool for the tool that you are proficient with.


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I will be mostly unavailable today as we have to sign all the paperwork on the new house today and get all the red tape out of the way. I will update tonight when I get back.

Have fun.


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Just got back home, even got to bring the flue with me.... I feel horrible, will update tomorrow.


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It has been a long 12+ hour work day. I am exhausted. I will update tomorrow at some point. Hang in there.


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Narnel is the luckiest adventurer in the group.

Hooded Man finally goes down to Narnel's attack on top of that.


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Moloks Advantage Roll Versus Prone. (Just in case of a critical.)

Sword: 1d20 + 5 ⇒ (20) + 5 = 25

Damn there it is!

Critical chance percentile.

Percentile: 1d100 ⇒ 47

Critical Damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6 reroll both 1 and 2 Reroll: 2d6 ⇒ (1, 5) = 6 Damage Total = 9


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Also so everyone knows how this will flow going forward. I will bring the constable in during tomorrows update, let everyone get paid and then let everyone ask any questions they might have.

Then Sunday we will do the first eight hour rest and do the morning scene. You have plunder to sell which will probably be best done at the sundries shop. You have weapons to sell so Ironhead Arms may be the best for that. The group can split into two teams and take care of that business quicker. However we need to play it out as there are NPC's to meet and more information to learn instead of hand waving the selling and moving on.

Once that is done, you can do any purchasing that you need to. Again lets play it out, Red Larch is full of interesting characters and roleplay.

Once everyone does their buying then we can go from there. It is a little after 6pm now. If we get the constable taken care of and Kenna in bed by 7pm, then she will have two levels of exhaustion removed by 11am in the morning. That means she will only have the following exhaustion left.
1 Disadvantage on ability checks
2 Speed halved

If you protect her she should be ok at the tomb.

@Cade
No one has went back for the cart yet, so it is not an option at this point unless someone wants to buy a wagon. She could ride on a floating disk however which will keep her from slowing down the group.


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Printable Battlemaps and VT Maps for Reign of Winter - Maiden, Mother, Crone (WIP)
Maps By:
Billy Watford
Program Used: Dundjinni

* Note: This is a Work-In Progress Thread. I will post maps as they are completed.
If you are looking for the maps for Book Two: The Shackled Hut then you can find them by clicking HERE
If you are looking for the maps for Book One: The Snows of Summer then you can find them by clicking HERE

.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.

PDF Battlemap = Suitable for printing and assembly on standard sized paper.

PNG High Resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.

First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.

Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.

Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.

Donate Now

Thanks in advance......

Here is the first map.

REIGN OF WINTER - MAIDEN, MOTHER, CRONE - THE DANCING HUT

Preview
Reign of Winter - Maiden, Mother, Crone - The Dancing Hut - JPG Preview

Printable PDF Battlemaps
Reign of Winter - Maiden, Mother, Crone - The Dancing Hut - PDF 12 Pages

High Resolution .PNG
Designed for wide format printers and VT
Reign of Winter - Maiden, Mother, Crone - The Dancing Hut - PNG 51.5 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.

Donate Now


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Male Halfling Rogue (Scout) 1
Aðvinr wrote:

@Mervyn Just something I noticed. For someone with only 1 knowledge skill (Geography), where is Mervyn getting all this Cold Iron/Silver affects Damage Reduction/healing information from?

If the character were a Ranger or Hunter or had ranks in knowledge Nature or Arcana it would make sense. Or commenting on that after the guy who fought them told us, at which poit it's now common knowledge would work also. But as it is it comes across as one of those cases where you need to separate Player knowledge from Character knowledge.

Happens to everybody at one point, just thought I'd make you aware

While I see your general point, I believe with the fact that Mervyn being raised as a slave in Cheliax and then residing in the bottoms of Kaer Maga as a thief gives him at least the basic understanding that certain outsider/creature types are resistant to certain weapon damage. The troll population in Kaer Maga and the existence of other creatures inside the city would at least impart a basic knowledge that resistance is a possibility.

Now as far as fey go, since he has never encountered one or a witch either for that matter, here is where I see your point. Mervyn's intent was to be general in nature. Understanding that these were "tiny" cold based creatures is why he asked about weaknesses. How else would such a tiny creature overcome a Ulfen Mercenary. I never said anything about healing I just asked about weapon metal type.

He made a general question by what he could afford which is cold-iron and silver. Fire because of the trolls in Kaer Maga. He didn't go any further because obviously adamantine and mithril and such is something he has never been rich enough to even think about.

Again however, I do see your point as I said above and will make every effort going forward to not tread in that direction.


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Male Halfling Rogue (Scout) 1

Yes he is, however he has been played as a young gnome, also a naive one, so that was the meaning of the post. Mervyn views him that way at the moment.

I see I have misspelled Annalisa's name, forgot a 'n' unfortunately on these forums editing of post is limited unless you catch it right away. I will try to be more careful in the future before submitting a post.


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Printable Battlemaps and VT Maps for Mummy's Mask - Empty Graves (Complete)
Maps By: Billy Watford
Program Used: Dundjinni

* Note:If you are looking for the maps for Book One: The Half-Dead City then you can find them by clicking HERE

.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.

PDF Battlemap = Suitable for printing and assembly on standard sized paper.

PNG High Resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.

First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.

Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.

Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.

Donate Now

You do not have to have a PayPal account to donate. Just enter in the amount you wish to donate and then look down at the bottom left where it says:

Don't have a PayPal account?
Use your credit card or bank account (where available).

Just click continue right there and you can use any major credit card without using a PayPal account.

Thanks in advance......
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MUMMY'S MASK - EMPTY GRAVES - THE CANNY JACKAL

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Mummy's Mask - Empty Graves - The Canny Jackal - JPG Preview

Printable PDF Battlemaps
Mummy's Mask - Empty Graves - The Canny Jackal - PDF 9 Pages

High Resolution .PNG
Designed for wide format printers and VT
Mummy's Mask - Empty Graves - The Canny Jackal - PNG 45.6 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
Donate Now
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MUMMY'S MASK - EMPTY GRAVES - CORPSE WAGON

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Mummy's Mask - Empty Graves - Corpse Wagon - JPG Preview

Printable PDF Battlemaps
Mummy's Mask - Empty Graves - Corpse Wagon - PDF 6 Pages

High Resolution .PNG
Designed for wide format printers and VT
Mummy's Mask - Empty Graves - Corpse Wagon - PNG 45.6 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - THE TAKER OF EYES

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Mummy's Mask - Empty Graves - The Taker of Eyes - JPG Preview

Printable PDF Battlemaps
Mummy's Mask - Empty Graves - The Taker of Eyes - PDF 6 Pages

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Designed for wide format printers and VT
Mummy's Mask - Empty Graves - The Taker of Eyes - PNG 33.1 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - CHAINS OF SILVER - ABOVE

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Printable PDF Battlemaps
Mummy's Mask - Empty Graves - Chains of Silver - Above - PDF 6 Pages

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Designed for wide format printers and VT
Mummy's Mask - Empty Graves - Chains of Silver - Above - PNG 41.5 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - CHAINS OF SILVER - BELOW

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Mummy's Mask - Empty Graves - Chains of Silver - Below - PDF 12 Pages

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Mummy's Mask - Empty Graves - Chains of Silver - Below - PNG 50.6 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - CENOTAPH OF THE CYNIC

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Mummy's Mask - Empty Graves - Cenotaph of the Cynic - PDF 16 Pages

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Mummy's Mask - Empty Graves - Cenotaph of the Cynic - PNG 81.6 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - KAWAB VILLA

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Mummy's Mask - Empty Graves - Kawab Villa - JPG Preview

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Mummy's Mask - Empty Graves - Kawab Villa - PDF 12 Pages

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Mummy's Mask - Empty Graves - Kawab Villa - PNG 83.4 MB

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MUMMY'S MASK - EMPTY GRAVES - THE GHOUL MARKET

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Mummy's Mask - Empty Graves - The Ghoul Market - PDF 9 Pages

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Mummy's Mask - Empty Graves - The Ghoul Market - PNG 40.8 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - PYRAMID OF ARITHMETIC BLISS

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Mummy's Mask - Empty Graves - Pyramid of Arithmetic Bliss - PDF 12 Pages

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Designed for wide format printers and VT
Mummy's Mask - Empty Graves - Pyramid of Arithmetic Bliss - PNG 89.7 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - SEPULCHER OF THE SERVANT - UPPER LEVEL

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Mummy's Mask - Empty Graves - Sepulcher of the Servant - Upper Level - PDF 12 Pages

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Mummy's Mask - Empty Graves - Sepulcher of the Servant - Upper Level - PNG 62.9 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
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MUMMY'S MASK - EMPTY GRAVES - SEPULCHER OF THE SERVANT - LOWER LEVEL

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Printable PDF Battlemaps
Mummy's Mask - Empty Graves - Sepulcher of the Servant - Lower Level - PDF 16 Pages

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Designed for wide format printers and VT
Mummy's Mask - Empty Graves - Sepulcher of the Servant - Lower Level - PNG 61.7 MB

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
Donate Now
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Note: You do not have to have a PayPal account to donate. Just enter in the amount you wish to donate and then look down at the bottom left where it says:

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Ok this is out of character but lets make one thing real clear for everyone reading this thread.

I as a player did not mean to offend anyone with Mervyn's comments or actions, if you read his backstory and then the fact that I have had him in character the entire recruiting process you will see it is just his personalty. His entire argument was that brutes and magicians were over rated from the start, he had already said that repeatedly and his last comment just reinforced that from him as a character.

The wink, well that was Mervyn's way of being a dick with a heart of gold as per his backstory. If I was not playing him in character the entire thread then I would have congratulated everyone on their character submissions some were absolutely outstanding.

Also for the final few days of recruitment I posted nothing from Mervyn and let all of you present your cases and characters that was valid. I actually thought he wasn't gonna get picked at all since it wasn't what the campaign addressed as needed. I was quiet and let the process run its course. But Mervyn had to say something when he was picked, and I am sorry that came off wrong or that any of you took it personally.

No offense was intended and if some was taken then I as a player again apologize for his actions.


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Male Halfling Rogue (Scout) 1

I already sent a PM last night to Korak apologizing if he was offended by an in-character action as soon as he posted about it in the thread.

I will now add it to the recruiting thread to address everyone. But I do so under protest as Mervyn had stated in the recruitment thread earlier that brutes and magicians were over rated, and thus his final statement was to that effect as well. And the entire personality is in his backstory. The wink may have been a little much but such is Mervyn (a dick with a heart of gold) hardest thing about his personality to pull off.

However I do also understand that we currently live in a real life situation where people get their feelings hurt over the tiniest things. I mean what ever happened to cause everyone to get offended so easily. In fact I just lost a RL player in one of my campaigns over trivial words with another player that I thought quite meaningless.

Never the less, you the boss and Mervyn will now go and say I am sorry for my comment and we can all get a trophy and have ice cream because there are no losers. (See there is another comment someone is likely to get offended over.)

Be right back.....


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Thanks to all of you who have submitted an application early. The judging criteria has now been posted please read over all the below links and make the proper corrections where noted.

If you are a new applicant please refer to the links below before submitting an application.

General campaign information and how to apply.

How to properly format your alias before submission.

Character creation rules.

Application judging criteria.

--------------------
Check your application status as of July 25th, 2015
Application Status.

* Recruitment will close Saturday, August 8th, 2015 at 11:59pm


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I have just finished up with a new Mummy's Mask campaign website for our local game where we are about to begin book 2. The site holds a plethora of useful information concerning the campaign.

Some Key Features:

- Each player has their own section with a editable player journal.
- Session Logs for DM Entry (Great for catching up on what is going on.)
- Story So Far - Gives a summary of what has happened over the entire course of the campaign.
- Local News - Wati's very own newspaper.
- Party Loot Log in PDF format.
- Library (Holds a ton of useful information from the Bestiary to Unique Magic Items found, crafting and spell calculators. online dice roller and much much more.) You will actually have to browse all the sections just to see how useful it is.

Please give me some feedback on it and let me know if you spot any errors or any links are not clickable. As with any new site there are bound to be a few glitches here and there.

Here is the address....

http://www.kingdomofmorrain.com/mummysmask/index.html


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Printable Battlemaps and VT Maps for Mummy's Mask - Empty Graves (WIP)
Maps By: Billy Watford
Program Used: Dundjinni

* Note: This is a Work-In Progress Thread. I will post maps as they are completed.
If you are looking for the maps for Book One: The Half-Dead City then you can find them by clicking HERE

.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.

PDF Battlemap = Suitable for printing and assembly on standard sized paper.

PNG High Resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.

First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.

Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.

Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.

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MUMMY'S MASK - EMPTY GRAVES - THE CANNY JACKAL

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Bec, get away from the sheep....


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Lets get excited...... campaign website is up. I used Etna Agnes as the template for the character section.

Have a look, if you would like something added or if there is something I missed then please let me know.

Way of the Wicked Campaign Website


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Ok , take a look at this feat chain...

Contract Bound Feat Chain

The Deal (1st Feat)
You have made a deal with Asmodeus himself and are infected with the blood of a devil. As you begin the transformation, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into a devil.
Prerequisites: You must have signed a contract with Asmodeus.
Benefits: You gain darkvision 60 ft. and the see in darkness ability, however you gain the Contract Bound weakness.

Contract Bound (Ex)
The PC has signed a contract of service in return for this feat. Asmodeus must reveal its nature as a creature of Hell when it offers a contract, and it can't hide the details of the contract in any way. The PC must enter the agreement willingly (without magical compulsion). Usually the PC must perform one or more tasks for Asmodeus, and in exchange the PC gains access to this feat and others that may require it. The contract always includes a clause that damns the creature's soul to Hell when the creature dies, with credit for the act and possession of the soul going to Asmodeus himself. When the creature dies, its soul is automatically imprisoned in a gem, which immediately appears in Hell as one of Asmodeus's belongings. If Asmodeus is dead when the PC dies, the PC's soul is destroyed, and can't be restored to life except by miracle or wish. If the PC fails to perform the tasks in the allotted time, its soul is still damned and Asmodeus is not obligated to provide the promised abilities.

Many contracts state that Asmodeus, his agents, and his allies will not attempt to kill the PC. This doesn't protect against all devils, but does offer the creature a measure of protection against treachery from Asmodeus himself.

Breaking a contract with Asmodeus is difficult and dangerous. Furthermore, as long as the contract remains in effect, a slain victim can't be restored to life after death except by a miracle or wish. If the contract bound PC is restored to life, Asmodeus immediately senses the name and location (as discern location) of the PC or creature responsible.

The Change (2nd Feat)
You are changing. You can feel it in very core of your being. Your mortal blood is failing and the devil's blood is overtaking you. Soon, you will transform fully into hells creation.
Prerequisites: The Deal, 5th level
Benefits: Your natural armor improves +2, you gain a +2 racial bonus to saves versus Poison and you gain fire resistance 5. Your eyes now glow anytime you are upset or angry, your skin takes on a reddish hue and you begin to grow horns and a tail. Further, you radiate an evil aura as if you were an evil outsider. Holy Water now harms you and you are susceptible to all other attacks that would normally harm an evil outsider.

The Transformed (3rd Feat)
Your Devil blood has taken hold of you and has overtaken your racial blood. You are now a devil. However, you are still unsure of your powers and only begun to understand the full repercussions of this dark gift. Still, you are full of fury.
Prerequisites: The Deal, The Change, 5th level
Benefits: You gain the spell like ability 3/day—bestow curse, detect thoughts, locate creature, alter self. Your Cha score is improved by +2. You are now an outsider (devil, evil, extraplanar, lawful). You gain resistance to fire 30.

The Learned (4th Feat)
You have been a devil long enough that you are beginning to be able to control your powers.
Prerequisites: The Deal, The Change, The Transformed, 7th level
Benefits: Your Natural Armor bonus is increased to +4. You gain a +4 (formerly +2) racial bonus to saves versus Poison and regeneration 5 (good spells, good weapons).
Special Attack: You gain the summon universal monster ability and can summon a devil once per day with a 100% chance of success. The devil remains for 1 hour. The PC's caster level or Hit Dice, whichever is higher, determines the most powerful kind of devil it can summon and the effective spell level of this ability, according to the following.
5th level - Lemure, 9th level - Bearded devil, 11th level - Erinyes, 13th level - Bone Devil, 15th level - Barbed devil, 17th level - Ice devil.

Contract Devil, lesser (5th Feat)
You have mastered your condition and are now a lesser contract devil in every sense. You are allowed to seek out and make contracts of your own.
Prerequisites: The Deal, The Change, The Transformed, The Learned, 9th level
Benefits: Infernal Contract (Su)
As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed on the following page. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal's soul is sworn to the contract devil, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal's death. Breaking a contract with a contract devil is difficult and dangerous; as long as the infernal contract remains in effect, the victim cannot be restored to life after death save by a miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses the development—it not only knows which soul has been restored to life, but also gains the benefits of a discern location spell targeted on the character or creature that restored the damned soul to life.

Evil Wishes: Upon signing this contract, a mortal is granted one wish, as per the spell. (The wish also has to be approved by Armodeus himself for the wish to be granted.) It must use this wish within 24 hours of signing the contract—if it does not, the wish is wasted but it remains bound to the contract nevertheless. While the mortal chooses the intention of the wish, the lesser contract devil decides upon the specifics, allowing for its own diabolical interpretation of the results should the mortal imprecisely phrase a wish.


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Here is the first requirement in the chain Etna. I have also left it where others can take this since you all will be signing a contract with a devil pretty quickly.

Contract Bound
A contract bound creature has made a bargain with a devil, promising a service and its soul in exchange for infernal power.

Requirements: Any Evil (A possessed creature radiates an evil aura as if it were an evil outsider.), Minimum Int, Wis, Cha scores of at least 3, Sign a contract of hell.

Boons:
Darkvision 60 feet and the see in darkness ability. Natural armor improves by +1 per 2 levels/Max 4, saving throws against poison improves by +1 per 2 levels/Max 4, resist fire 5 per 2 levels/Max 30, and fast healing 1 per 2 levels/Max 5.

Special Attacks: Starting at 5th level the creature gains the summon universal monster ability and can summon a devil once per day with a 100% chance of success. The devil remains for 1 hour. The creature's caster level or Hit Dice, whichever is higher, determines the most powerful kind of devil it can summon and the effective spell level of this ability, according to the following.
5th level - Lemure, 9th level - Bearded devil, 11th level - Erinyes, 13th level - Bone Devil, 15th level - Barbed devil, 17th level - Ice devil.

Spell Like Abilities: Starting at 5th level the creature gains the following spell-like abilities:
3/day—bestow curse, detect thoughts, locate creature

Ability Scores: At 5th level the creature gains +2 INT, +2 WIS, +2 CHA

Drawback:
Glowing eyes anytime the character turns angry or enters combat.

Contract Bound (Ex)
The creature has signed a contract of service to Armodeus either directly or through one of his devil's in return for this feat. The devil must reveal its nature as a creature of Hell when it offers a contract, and it can't hide the details of the contract in any way. The creature must enter the agreement willingly (without magical compulsion). Usually the creature must perform one or more tasks for the devil, and in exchange the creature gains the feat's abilities, whether immediately, after a specific amount of time, or once the tasks are completed. The contract always includes a clause that damns the creature's soul to Hell when the creature dies, with credit for the act and possession of the soul going to the devil signing the contract. When the creature dies, its soul is automatically imprisoned in a gem, which immediately appears in Hell as one of the devil's belongings. If the devil is dead when the creature dies, the creature's soul is destroyed, and can't be restored to life except by miracle or wish. If the creature fails to perform the tasks in the allotted time, its soul is still damned and the devil is not obligated to provide the promised abilities.

Many contracts state that the devil, its agents, and its allies will not attempt to kill the creature. This doesn't protect against all devils, but does offer the creature a measure of protection against treachery from the signatory devil.

Breaking a contract with a devil is difficult and dangerous. Furthermore, as long as the contract remains in effect, a slain victim can't be restored to life after death except by a miracle or wish. If the contract bound creature is restored to life, the devil immediately senses the name and location (as discern location) of the creature responsible.

This is still subject to tweaking.....


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Way of the Wicked AP Recruitment - Phase One

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only...

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

...Or is it?

Rules System:Pathfinder
Theme:You are villains trying to exact vengeance against a nation that cast you out, guided by a Dark Overseer, serving the great Asmodeus.
Available Books:Pazio published Pathfinder books. No third party.
Alignment Requirement: LE, NE, or a slim chance with N. Can you be a minion who follows orders? The diabolic mafia is recruiting, but is not taking orphanage bombers or crazed serial killers. NO CHAOTIC alignments allowed.

You are evil and have been convicted of a crime. Yes, you were actually guilty of that crime and more. One last opportunity comes along before you are to be beheaded, or burned at the stake or hung as it may be. This goody-goody culture around you sure has several ways to kill off people they don't like.

The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
Bards begin without their instruments.
Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another.
Inquisitors and Oracles lack their holy symbol if they need one.
Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

Minimum Requirements
* I need a commitment to post a minimum of once per day Monday through Friday if not more.
* I need grown-ups. The game will have adult themes.
* I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.
* Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live.
* I'm a story teller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together.
* Unless I tell you otherwise...assume you can play with the scenery to help craft the story.

If haven't scared you off yet then keep reading...

A letter from your GM
Have you ever wanted to play an evil character? Have you perhaps played an evil character, only to have your every move thwarted by the good-aligned heroes in your party? Or perhaps did you play an evil character in a party full of evil characters, only to have everyone kill everyone else by level 3?
If you answered yes to these questions, then perhaps this is the right game for you!
Way of the Wicked is an extremely well written adventure path that will take you from level 1 to level 20 over the course of six books.
This adventure path is unique in that you will be playing in a group of evil-aligned characters, bent on gaining revenge against the goody two-shoes empire that tried to have you executed. It is even more unique in that you will be creating and managing evil organizations (as in minions!), defending evil rites, infiltrating temples of good, and battling celestial beings. You know all those good aligned outsiders you never really get a chance to fight against? This is your opportunity to smite them down and bathe in their blood!
In this Player’s Guide you will find information on the empire you will be toppling, the world it is placed in, organizations within it, as well as rules and instructions for creating villains. There are some variant options presented, as well as different options and potential house rules discussed that we will all discuss once the time comes.
For now, familiarize yourself with the setting and the guide and start thinking about what kind of villain you would like to be playing.
The application process will be done in 3 phases. In the first phase (Hey we are already here!), you will come up with an idea for a villainous character, fill out a questionnaire, and make decisions on what variants (outline in the player's guide). This is also where you will vote on whether this will be a campaign for 4 regular characters or 6 regular characters.
Phase 2 will see the variants and house rules finalized and you will finish a 10 minute (misnomer) background and fill out another questionnaire for your character.
Phase 3 will see you actually roleplaying your character (probably the crime they committed, being arrested, condemned, etc), so that both you and I can get a feel for your character.
Character sheet creation will not occur until the final 4 or 6 people have been chosen. Feel free to waste your time if you like, but I'm not telling you how ability scores are generated, or other vital pieces of information for creating sheets.
The deadlines for these 3 phases are as follows:Phase 1: August 31st 11:59pm CST
Phase 2: September 7th at 11:59pm CST
Phase 3: Will be decided depending on the number of applicants and how long the in character part goes on for, and will last until I've chosen the 3 or 4 players.

I look forward to this villainous campaign and hope you do too!

Phase 1 Questionnaire
1. Your experience with the rules
2. Your experience with PbP
3. Expectations for playing and what you want out of the experience
4. Philosophy as a PbP player
5. Why you are applying to this game?
6. Define what you think good role-playing is in PbP.
7. What is your experience with this adventure path?

Phase 2 10 Minute Background & Questionnaire
The 10 Minute Background:
Link

The Questionnaire:
1. How does your character interact with the others within a group?

2. What is your character's role in a group?

3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.

4. What are your character's goals, conscious and, perhaps, subconscious?

5. How easily does your character love? Have they been in love?

6. Is your character racist at all, either now or in their past?

7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?

8. How is your character about material possessions?

9. What does your character perceive their major problems to be?

10. What does he perceive the solutions to those problems to be?

11. What are your character's religious beliefs?

12. What does your character fear?

13. How much of a temper does your character have? What sorts of things set them off?

Q&As

Quote:
Are you expecting any progress done on Phase 2 before the deadline of phase 1? Wondering the order of operations as this is probably one of the most thorough application processes I've seen yet.

People can progress in any order they choose, as long as they complete the necessary steps before the deadline for each phase.

Quote:
Are psychic characters allowed?

I'm going to say no to psionics for this one.

Quote:
Should each part of our application be public, or is private ok?

Completely up to you.

Quote:
What kind of races might be allowed?

All standard races and some monstrous races. There's a blurb about it in the player's guide, but if in doubt, ask me specifics and I'll give you a response.

Quote:

It says all of them are allowed in the Player's guide, but some might have to sit out portions of the campaign. It's pretty vague.

So if nothing else, what kind of Race Point range are we looking at? Can you play something like a Centaur, with 28 RP? A Syrinx, with 16?

I want to keep in mind scale of power- because while playing a Drow Noble (41 RP) might be awesome from a backstory standpoint in some areas, it's only not pure cheese if that kind of choice is available for anyone else who wants it, or if adjustments can be made.

I'd say nothing above 19 RP, so nothing super crazy. That still leaves things like regular drow, goblins, hobgoblins, tiefling, aasimar, and changelings.

Quote:
Can we add templates to other races up to a cap of 19 RP?

I'm going to say no to templates. Templates add to CR directly, unless you're talking about something different than what I'm looking at, and templates aren't really designed with PCs in mind.

Quote:
If we are looking at building races up to 19rp might try my hand at a subrace of human, something long thought to be lost.

If you want to try your hand at building a race with a cap of 19, I wouldn't be immediately opposed to it, but we would have to work it out down the line during the character creation process.

Quote:
I was thinking more along the lines of the creature types in the race guide- such as making a human with a few extra goodies to keep up with other PC's who have a higher RP race.

If an issue of party balance comes up during the creation process, I'll deal with it then.

Quote:
What method in the players guide will be used for ability stats.

Focus and Foible is how stats will be rolled, but the last 4 stats rolled can be moved around.

Quote:
Not sure if anyone else asked, is the rule about allowed LE anti-paladins allowed?

LE anti-paladins are allowed.

Quote:
Are gunslingers and firearms available in this campaign?

I've decided not to have firearms in this campaign, so Gunslingers and any firearm archetypes will not be allowed.

A Final Note
I am aware that this application process is both unorthodox and, perhaps, intimidating. I do this on purpose. I have a responsibility to the players I select to have chosen 4 or 6 dedicated and talented individuals so that all of us can reap the rewards of a long, successful adventure path.

Please do not hesitate to PM me, call me out on something, disagree with me, ask questions, bite your thumb at me, or anything else you need to do for me to get your application. I don't bite.

I look forward to your applications and good luck!

PLEASE READ THE PLAYERS GUIDE ALL THE WAY THROUGH AND THEN RE-READ IT PRIOR TO STARTING THE APPLICATION PROCESS!!

Sorry to scream but I do not want the thread cluttered with people that do not read.


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Here is a very good walkthrough on how it is done.

http://www.innroadsministries.com/wordpress/paizofaq/

Please let us know if we can be of further help.


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Character #2

Becarus Delaurentis Corbin (Bec)
Male Human Commoner 1
CG Medium humanoid (human)
Init +1; Senses Perception +3

Stat Block:

--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 11 (1d6+7)
Fort +4, Ref +1, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4+4/19-20) and
. . spear +4 (1d8+6/×3) and
. . unarmed strike +4 (1d3+4 nonlethal)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 18, Int 11, Wis 8, Cha 9
Base Atk +0; CMB +4; CMD 15
Feats Armor Proficiency (Light), Simple Weapon Proficiency - One, Toughness
Skills Climb +9, Handle Animal +3, Perception +3, Swim +7
Languages Common
Other Gear studded leather, dagger, spear, backpack, climber's kit, flint and steel, hemp rope (50 ft.), sack
--------------------
Special Abilities
--------------------

--------------------
Your full name is Becarus Delaurentis Corbin, but everybody calls you Bec. You are a simple farm boy in a six-foot-six-inch, 250-pound frame! You are not the sharpest tool in the shed, and you lack basic social skills and etiquette. But what you lack you make up for in brute strength and endurance. If there is heavy labor or a menial task to be done, you are the man. Tasks that require finesse and dexterity, on the other hand, aren't your forte; you often break tools with your gnarled, powerful hands. Such duties are best left to others. Your papa once asked you to shear a sheep, and the poor creature needed to be put down shortly thereafter! Ever since, you shy away from such delicate creatures.

Shortly after your 18th birthday, you joined the local militia. You enjoy taking orders, and have no desire to climb the ranks of leadership. Although not very skilled at wielding many weapons besides your spear, you make up for formal training with the strength of a bull. The militia taught you the basics of wearing and caring for armor, but you disdain most forms of armor. They are always tight in the chest and arms, and downright uncomfortable.

You are boisterous, but prefer to use short sentences and simple words. Other folks often confuse you with fancy words and such. Often you feign understanding, and do your own thing anyway One flex of a powerful arm, and they tend to leave you be. You are naïve and trusting, and quite shy around pretty women.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


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The priest takes the information down on the paper.

When done, he removes a silver token from the glass jar on the table and hands it to Nulyth.

"You will need to turn this in when your group is called tomorrow. If you do not have this then you can not enter the necropolis and will be expelled from the lottery. Guard it well."

He grabs a piece of parchment from the stack on the table.

"The lottery starts in the market square at high noon. Don't be late."

He then places the parchment in the hands of Nulyth.

"Here are the rules, if you have any questions they will be addressed tomorrow. When your team is called only you may go up on stage and get your assigned site. No one else will be allowed up."

Here is what the parchment says:

YOU ALL MAY WANT TO PRINT THIS OUT AS A REFERENCE.

The Rules
The priests of the Grand Mausoleum expect groups exploring sites within the necropolis to follow three basic rules.

Remember How This Came to Pass: The Plague of Madness was unleashed upon the city of Wati while religious authorities were engaged in infighting. This rule is a reminder that the necropolis remains a holy place, and those who engage in needless conflict and banditry are not only criminals, but accursed.

Every Slave’s Hut Is a Memorial: Every structure within the necropolis is a testament to the people who lived and died in the city. Explorers must not desecrate or vandalize standing structures and tombs, but preserve them as the memorials they were intended to be. Some structures may be trapped or decrepit, but willful and unnecessary destruction will not be tolerated.

Honor the Departed: The dead should be treated with dignity and respect. If the interred need to be disturbed to recover an antiquity or relic, they should be returned to their resting places carefully. It is understood that the ancient dead are often brittle, but there is no need for the contents of a sarcophagus to be summarily dumped on the ground. This rule does not apply to the undead or other abominations.

Failure to comply with these rules can result in, but is not limited to, expulsion from the necropolis, a ban on continued exploration, seizure of recovered valuables, and arrest and prosecution by local authorities.


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Ok lets run over a few house rules for the campaign.

1. Natural 20's are automatic critical's if the creature struck is not immune to them. You DO NOT have to roll to confirm these. Other numbers within your critical range still have to be confirmed as normal. Also there is a chance (determined by the GM randomly) of something special happening during a natural 20 critical.

2. Natural 1's are always fumbles. A natural 1 on an attack roll will usually have an effect (determined randomly by the GM).

3. All monsters and creatures are effected by the natural 1 rule above as well. However only named bad guys will get the natural 20's rule above. If they are not a named bad guy then they have to confirm a natural 20 critical just like normal and have 0 chance of a special effect.

3. We will be using Hero Points in the game, however they are story based and not level based. So you DO NOT start with any and they will be handed out by the GM as part of the story progression and not gained at every level. You can have a maximum of 3 in the characters possession at anytime unless you choose a feat that changes that.

4. We will be using the Ultimate Campaign Downtime Rules for downtime in the game if you so choose to use them. Otherwise you can just have your character work a skill or trade for a few gold during the downtime days. Downtime will be handled mainly in the discussion thread and not in the main play thread. I also will be awarding the three types of capital listed in the downtime rules at times during the game, Goods, Labor, Influence and Magic. If your character is awarded capital and you do not intend to use the downtime system then you may give it to another player or sell it for its earned cost.

I think that is all of them........ If you have any questions feel free to ask them.


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@ Lord Snow

You do realize that any player even contemplating playing in this campaign will at some point read the synopsis of the campaign. Even when you go to get the players guide it is right there.

The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant?

I would at least want to know that much so I know what the overall campaign will be about in general.

Now knowing this if your players are making

Quote:

1) A greedy local

2) A motivated explorer from a far off land (say, a Pathfinder)
3) An Osirion scholar
4) A mercenary type who's in it for personal benefit, working for the others

Then something is wrong. They know the premise before signing up to play I hope.


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Since I have started running this AP in my home game I thought I would way in. Probably gonna get some hate but hey throw it my way.

#1. I see some weak complaints by GM's (mostly readers) that do not like that everything is not typed out, zipped up and handed to them in a nutshell. Player motivation? What? Every AP is an outline and everyone I have ran I have changed to fit my group cause every player group is different. Every AP will not ever fit every group you run it for, PERIOD.

#2 Its called DM prep folks, change the stuff you like, toss the stuff you don't and then customize it to your individual group. What happened to the old days where a DM had to be creative on the fly, make it up as they went, we never had complete adventure paths or anything close to it. We are the story tellers not the ink on the paper. If you can't weave a good story, go DM PFS were not much is needed and everything is run as written.

#3 Love your work Jim, you are doing a great job for Paizo.

Ok now that I have unloaded that heavy rock off my chest I will tell you what I have done to invest the party.

First I am using the downtime rules from Ultimate Campaign. Giving them a weeks downtime between each drawing for their next assignment in the first book. Let them go house hunting, rent houses, plan to build stuff. They have took jobs to aid Waiti with the hoarde of stuff coming out of the necropolis. They have already run into all the other adventuring companies outlined in the first book. Velriana has bought stuff they brought back from the tomb, they have a relationship with her. They helped the halflings identify their mysterious sword, helped them find a dog breeder to replace their dead dogs.

One of the members working at the Grand Mausoleum using Linguistics to help translate some of the ancient Osirion text coming out of the necropolis has already made contact with Ptemenib and made friends and learned his backstory and he really don't come up until book 2 but they have already met and made friends right after the first tomb was explored.

When they finish the final lottery draw at the Erudite Eye I plan on giving them about 3-4 weeks of downtime to really ramp up investment in the city using the downtime rules so when the undead swarm the city they are worried about NPC's they have met, their homes, their friends and what better motivator does someone have than something coming directly into their personal space and destroying stuff.

Another player has passed the entrance exam at the Embalmer's Guild and started working there to earn a free skill point in the Embalming profession.

Other players have hired crafters to construct magic items since I let them use their capital to get a discount as long as they wait on the crafting time. So who is going to run off without their item being completed yet?

Get the picture yet? The AP and any AP is what you the DM makes it for your players. The more time YOU invest the better any game becomes. Jim and the rest of the gang has given you more than enough tools to aid in creating your game. The game you and your players want to play.

I will go back behind my rock now (Try not to throw anything too heavy.)


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I personally would have her executed by the officials in Wati. Have it done publicly as a show of that violations are took seriously.

I also would do this just prior to the meeting to auction goods. Probably carried out in the market.

When the players fight their way out into the streets after all hell breaks loose, have them find the body gone from wherever she was executed at.

A hanging would be idea or a beheading and have her be headless in the next meeting.

Oh this has given be inspiration if my party pulls this trick....

Oh the evils of a DM.


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I also had the priest suggest that all teams be out of the necropolis before dark or they could not be responsible for their safety in and out of the necropolis after dark. Again pressing the time issue.


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Printable battlemaps and VT maps for Mummy's Mask - The Half-Dead City (Complete)
Maps By: Billy Watford
Program Used: Dundjinni

.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.

PDF Battlemap = Suitable for printing and assembly on standard sized paper.

PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.

First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.

Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.

Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.

Donate Now

Thanks in advance......

MUMMY'S MASK - THE HALF-DEAD CITY - TOMB OF AKHENTEPI

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Mummy's Mask - The Half-Dead City - Tomb of Akhentepi - PDF 12 Pages

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Mummy's Mask - The Half-Dead City - Tomb of Akhentepi - PNG 44.1 MB

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MUMMY'S MASK - THE HALF-DEAD CITY - HOUSE OF PENTHERU - GROUND FLOOR

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Mummy's Mask - The Half-Dead City - House of Pentheru - Ground Floor - PDF 12 Pages

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Mummy's Mask - The Half-Dead City - House of Pentheru - Ground Floor - PNG 58.6 MB

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MUMMY'S MASK - THE HALF-DEAD CITY - HOUSE OF PENTHERU - SECOND FLOOR AND CRYPT

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Mummy's Mask - The Half-Dead City - House of Pentheru - Second Floor and Crypt - PDF 12 Pages

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MUMMY'S MASK - THE HALF-DEAD CITY - SKIRMISH IN THE RUINS

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Mummy's Mask - The Half-Dead City - Skirmish In The Ruins - PDF 16 Pages

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Mummy's Mask - The Half-Dead City - Skirmish In The Ruins - PNG 123.7 MB

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MUMMY'S MASK - THE HALF-DEAD CITY - SANCTUM OF THE ERUDITE EYE - GROUND FLOOR

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MUMMY'S MASK - THE HALF-DEAD CITY - SANCTUM OF THE ERUDITE EYE - CRYPT

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Mummy's Mask - The Half-Dead City - Sanctum of the Erudite Eye - Crypt - PDF 8 Pages

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MUMMY'S MASK - THE HALF-DEAD CITY - HOUSE OF PENTHERU - SECOND FLOOR AND CRYPT

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Mummy's Mask - The Half-Dead City - House of Pentheru - Second Floor and Crypt - PDF 12 Pages

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MUMMY'S MASK - THE HALF-DEAD CITY - HOUSE OF PENTHERU - GROUND FLOOR

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Mummy's Mask - The Half-Dead City - House of Pentheru - Ground Floor - PDF 12 Pages

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Mummy's Mask - The Half-Dead City - House of Pentheru - Ground Floor - PNG 58.6 MB

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Printable battlemaps and VT maps for Mummy's Mask - The Half-Dead City (WIP)
Maps By:
Billy Watford
Program Used: Dundjinni

* Note: This is a Work-In Progress Thread. I will post maps as they are completed.

.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.

PDF Battlemap = Suitable for printing and assembly on standard sized paper.

PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.

First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.

Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.

Designers Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. With that said if you use these maps PLEASE consider donating to the author (me) for the time spent creating, hosting the files and posting them for everyone to download.

Donate Now

Thanks in advance......

MUMMY'S MASK - THE HALF-DEAD CITY - TOMB OF AKHENTEPI

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Mummy's Mask - The Half-Dead City - Tomb of Akhentepi - PDF 12 Pages

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Mummy's Mask - The Half-Dead City - Tomb of Akhentepi - PNG 44.1 MB

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Printable battlemaps and VT maps for Reign of Winter - The Shackled Hut
Maps By: Bwatford
Program Used: Dunjinni

If you use these please leave a comment.

.JPG Preview = Small preview of the entire map. Lets you see the content before downloading the larger files.

PDF Battlemap = Suitable for printing and assembly on standard sized paper.

PNG High resolution = Exported map image at 200dpi .PNG images. These images will serve two purposes.

First - If someone wants to take the file to a print shop or kinkos they can be printed out on a large format printer and will print to scale at 1" per 5 foot for use with miniatures. That way you get one map without having to put the pdf together however this option can get expensive.

Second - If you want to use them for VT you can scale them down depending on the VT you are using. Most virtual tabletop programs tend to use maps at 50 or 100 pixels per grid square. Battlegrounds works best with maps that are 122 pixels per grid square (this ensures no pixelation even at full zoom). The images I will be uploading is at 200 pixels per grid so they will scale down to whatever you will need, just use a graphics program to re-size the images. I don't suggest using .JPG as they will loose a lot of clarity.

Note: A lot of work goes into these maps. They are better than most maps put out by Pazio itself that they charge you for. Unfornunately they will not let me sell by maps that I create for their games so I have to work off a donation system. The maps below when printed out is 158 (8 x 10) pages of hand drawn maps for your campaign. (how much would Pazio sell that map pack for? LoL) With that said if you use these maps PLEASE consider donating to the author for the time spent creating, hosting the files and posting them for everyone to download.

* If you find these maps useful and use them in your games then please consider donating to the author via PayPal.
Donate Now

Thanks in advance......

THE SHACKLED HUT - THE HOWLINGS - MAIN GATE - PART 1 of 6

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The Shackled Hut - The Howlings - Main Gate - Part 1 of 6 - PDF 16 Pages

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THE SHACKLED HUT - THE HOWLINGS - LEFT GATE - PART 2 of 6

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THE SHACKLED HUT - THE HOWLINGS - RIGHT GATE - PART 3 of 6

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THE SHACKLED HUT - THE HOWLINGS - MAIN GATE TOP - PART 4 of 6

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The Shackled Hut - The Howlings - Main Gate Top - Part 4 of 6 - PDF 8 Pages

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THE SHACKLED HUT - THE HOWLINGS - LEFT MAIN GATE TOP - PART 5 of 6

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The Shackled Hut - The Howlings - Left Main Gate Top - Part 5 of 6 - PDF 8 Pages

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THE SHACKLED HUT - THE HOWLINGS - RIGHT MAIN GATE TOP - PART 6 of 6

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The Shackled Hut - The Howlings - Right Main Gate Top - Part 6 of 6 - PDF 6 Pages

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THE SHACKLED HUT - LOGRIVICH'S CLOCK TOWER

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The Shackled Hut - Logrivich's Clock Tower - PDF 16 Pages

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THE SHACKLED HUT - WHITETHRONE MARKET SQUARE PART 1 of 4

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The Shackled Hut - Whitethrone Market Square Part 1 of 4 - PDF 16 Pages

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The Shackled Hut - Whitethrone Market Square Part 1 of 4 - PNG 117.6 MB

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THE SHACKLED HUT - WHITETHRONE MARKET SQUARE PART 2 of 4

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The Shackled Hut - Whitethrone Market Square Part 2 of 4 - PDF 16 Pages

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The Shackled Hut - Whitethrone Market Square Part 2 of 4 - PNG 111.2 MB

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THE SHACKLED HUT - WHITETHRONE MARKET SQUARE PART 3 of 4

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THE SHACKLED HUT - WHITETHRONE MARKET SQUARE PART 4 of 4

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THE SHACKLED HUT - BABA YAGA'S DANCING HUT

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I am proud to present the final map of The Shackled Hut Book.

THE SHACKLED HUT - BABA YAGA'S DANCING HUT

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The First Set of the Mummy's Maze product line is here...

You can view and purchase the first set here:

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=121333343455


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I will have another set up in todays session for the troll bridge but can't post it yet until the players finish it. :)


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THE SHACKLED HUT - WHITETHRONE MARKET SQUARE PART 4 OF 4

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THE SHACKLED HUT - WHITETHRONE MARKET SQUARE PART 3 OF 4

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@Bothari

Because of the size of the second and fourth floor they did run over a bit. It was either that or have pieces of them show up on other maps which I wanted to avoid. That way you can put each floor together separately and not have overflow onto other level maps.

The way it is the first floor is 6 pages (3x3)

The second floor and fourth floor are 4 pages each (2x2) and if you trim off the excess space off the bottom they are just a little bit bigger than 2 pages. (2x1)

The third floor is a single page map.

This way you get 4 separate maps without having to have pieces of multiple floors on the same map.

I print my maps at home on my old cannon photo printer. I print on Staples photo supreme Mat Two Sided Photo Paper. By doing this I can put both the second and fourth floor on the same paper on opposite sides of each other. Then I have them laminated at staples so we can dry erase on them if need be and then roll them up for easy transport to the game store where we play.

I use aftermarket ink from LDProducts so the cost is much cheaper than having them printed plus they look way better on the mat photo paper.

Also by having them laminated I can tape construction paper over the top for hidden areas without tearing the map.

Just my two cents.....


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Without further wait. I give you Logrivich's Clock Tower a week earlier than expected.

THE SHACKLED HUT - LOGRIVICH'S CLOCK TOWER

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The Shackled Hut - Logrivich's Clock Tower - PDF 16 Pages

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Been pulling an all nighter....lol

Exporting Logrivich's Clock Tower now.

I must say it is some of my best work to date.

The tower came out awesome, if I do say so myself.

Would love to here feedback on it from all you guys as soon as I get it posted. Which will be shortly.

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