Maya Coleman wrote: I can confirm the deduction here! It became standard to include interactive maps with each AP volume over time. We have not gone back and added any additional maps to older First Edition APs that did not have these maps already associated separately. It is also not something that's currently planned, but thank you for letting us know! Thank you!
Made a HUGE purchase to take advantage of your sale, completing my collection. Yay! 1: Why is it the ZIP files are not valid to download? This XML file does not appear to have any style information associated with it. The document tree is shown below.
2: Selecting multiple products to download is not downloading. Nothing happens. Do I have to download each file individually? For example, I am trying to download the 12 files available to me for Iron Gods (have to download all 12 because I can't tell which download is for the "1 file per chapter" option without opening each file. 3: Is Tyrant's Grasp available in "per chapter" downloads? It's only allowing the 1 file option.
AFigureOfBlue wrote: Kingmaker and Serpent's Skull both predated the introduction of interactive maps, and I don't believe Paizo ever went back and added them to older APs. That said, the 2e release of Kingmaker does include interactive maps; I've not studied them closely but I'd assume they show substantially the same (or more) areas compared to what would have been shown in 1e interactive maps. This actually lines up and makes sense. Checking the older APs that I did purchase through Paizo's digital store did not include interactive maps. Thank you for pointing that out. Still leaves the question regarding Tyrant's Grasp.
Is there a reason for this? Looking forward to the Monday sale, but disappointed that some of the 1e Adventure Paths are still missing the interactive maps. - Kingmaker
The last one is really surprising as this was the final AP for 1st edition, and the story set the stage for the 2nd edition world.
Barachiel Shina wrote:
These abilities are same as the source creature, an iron golem. The breath weapon is the same but uses the DC stated in the Iron Archer's stat block. The powerful blows is already calculated in the slam attack. Powerful blows does not apply to the arrow attacks.
So... another year has gone by... and our beloved 1st Edition PDF are still $19.99 each. I saw a recent sale on these that dropped the price by a $1-2. Any possibility of a deeper discount on these PDFs? These have been out of production for 6 years. I can't imagine the orders on these are more than a trickle during these difficult times. Maybe a larger discount (50-60%) would add some weight to your coffers? What say you, oh Lords of Pathfinder, to provide us meager soles a real chance to fulfill our computer hard drives with the missing crumbs we so desire to complete our lives?
Strife2002 wrote:
It is absolutely amazing that you continue to provide updates to this AP. A huge thank you for keeping this project alive. I haven't ran this in years, but there seems to always be a lurking inkling of running this again soon (tm). Again... THANK YOU!!!
Elfteiroh wrote:
I did mean PF1e. The "(PFRPG)" usually indicates the earliest version of PF prior to the official release of PF1e. Thanks.
Maya Coleman wrote: Hey Zaister! Some of the older flip-maps had lower resolution images which were resolved, and also some of them had JPGs and no PDF files at all and vice versa. The team is just going in to make sure all the maps have both PDFs and JPGs associated with them, so nothing is changing as far as content! Will this be extended to the maps included in the PF1e APs? *fingers crossed*
KoolKobold wrote:
Don't forget the Mokmorian has that "special" item that let's him see where the players cannot. Read his combat tactics. That alone can be very potent, unless players also already have the "special" item.
If you wanted to Go Big, there are some wonderful full maps of the town that you could use run the entire siege on a single map! I've ran this scenarios a few times, both in person on a battle map and online. Use what you're comfortable with. I personally like the full map so show the full scale of the encounter. But Bjorn has some good advice. The adventure does break down the siege into individual encounters that you can run in sequence. If the party starts dragging their feet, you can always have them spot the incoming
When I ran that campaign many years ago, I felt that the joining of the Sihedron would have been a great conclusion to the campaign. Book 6 felt unnecessary and "tacked on" to the end of the story. One option you can do it that the joining of the Sihedron is interrupted by the specified events. The power of that event prevents the reforging. The party would then have a better purpose to deal with that event so they can complete their primary task.
Fair Strides wrote:
This is listed in the vampire description. Energy Drain (Su): A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes. I couldn't find it mentioned in other sections listing energy drain for universal abilities. So, this may be a vampire-specific limitation. As a GM, I'm good with using the once/round limit for all creatures as it's can turn so deadly against the PCs.
Personally: Random Treasure For a black market, design a few level-appropriate items for each character that they may be interested in but nothing you know would break the campaign.
In today's society, I would speak with your players who will be participating. If they find anything offensive, encourage them to say something. Your players are the perfect gauge to whether something is offensive. Further, if you want to error on the side of caution, there shouldn't be any issues with you making changes before the game. With role-playing games, it all about communication between you and your players. :)
Damuth wrote:
This is an awesome collection. Any chance to link the other 5 books?
While this doesn't defend Paizo's decision to not provide the high resolution maps, there may be other factors in play when using Devir service. It's possible they used an image sharpening utility to clean up the existing image as part of the service. I have seen a few available, though never used any myself. However, the idea that even in today's technology that Paizo isn't provided with high resolution maps from their designers is mind boggling. Understandable 20 years ago, but not today.
Is anyone to help explain how this area works? I'm mapping out area A16-A17 of Citadel Dinyar. The way the map and the room descriptions are very confusing. Is A17 and gate to the East the main entrance to the Citadel? How does the drawbridge work to access the tower that is A16? A16 looks like it's in a some cave? Where is the path going from the door?
I believe your biggest hurdle with 2 PCs, even when those PCs are powerful, will be action economy. Single boss fights are going to be heroic, but with multiple enemies, its either going to be a lot of nothing because the baddies can't hit/effect the PCs, or the PCs are going to get worn down by attrition. For these reasons, I agree with Erpa that a DMPC would be helpful more than providing the 2 PCs with Mythic levels.
To clarify for myself, a character standing at the doorway of a 20 ft x 20 ft room would take 2 or 4 Perception checks to scan the room for traps? The +1 DC on the Perception check(s) looking at the farther half of the room. How much time is used if the character then Takes 20 on the room? Is that even possible if there are any traps in the room or are they automatically triggered?
Sorry if this was asked before... Does this Bestiary allow a 1E GM to run Kingmaker 2E AP at the relative same power level as a 2E GM would use? Are the 1E creatures in this bestiary balanced to the author's expectation of difficulty? I understand there were some balance change between the PF editions. I'm hoping to clarify this isn't just a straight up swap where 1E PCs are either going to find this with cake-walk fights or possible TPK fights. There is also mentions of hazards/traps. What about skill checks commonly throughout the non-fight portion of the AP? Or will those need to be manually adjusted by a 1E GM? I've always wanted to run this AP, and happy that this edition was released. I've heard good things about it so far. Thank you!
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