spqr202's page

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I have a question about whether GMs typically have rivers impede the progress of horses when doing hexploration.

For example, on page 14 of Stolen Lands, if the party is on horses and starts out in the hex with L. Goldmine, and proceeds through the hex Q. Rickety Bridge, to the hex with W. Fangberry Thicket, Do you let horses cross the hex with Q. Rickety Bridge? I know that at the actual Landmark of the Rickety Bridge horses cannot cross (page 24) but if the PCs are not exploring the hex but just passing through do you let horses pass? One could theoretically say that the bridge itself is not passable by horses but further up the river in the same hex is a section of the river shallow enough that horses can ford. This would make travel a bit more challenging for the PCs, but might add more hassle than fun.

What have GMs who have run Stolen Lands done?


If my character is from Minkai and attempts to craft a Katana or Naginata, is the DC check still 18 even though my character is from Minkai? Both these weapons are listed as "exotic", but they would not seem exotic to my character. On the other hand, a rapier would seem exotic to my character (having never encountered it) but since it is a martial weapon, by the current rules it seems that it would be easier for my character to create a rapier than a katana.


I have two really basic questions. Sorry if these have already been addressed.

1. Do you allow PCs to roll multiple perception checks? What I mean is, when the PCs enter a hex with a hidden location, and they all fail their perception check, should I allow them another chance - perhaps in a day or something? How have you been handling this? Do the take 10 or take 20 rules apply here?

2. How do you determine if an enemy gets away when fleeing? I posted this question in the pathfinder RPG->Rules Questions board but didn't really get a straight forward response. Many of the monsters in the AP have a moral section which dictates that they flee after they take a certain amount of damage. How do I determine if the monsters get away or not? Does this simply constitute getting off the board, or is there a more sophisticated mechanic that you are using?

Thanks!


Sorry I must have missed this when reading the CRB but I can't seem to find this anywhere. Monsters typically have a morale block which states at what point they will flee.

How do you flee? Is it just a matter of getting off the board and then you're scot-free or is there some mechanic? Where would I find this in the CRB? Thanks!


I'm thinking about getting some cards but I'd like to keep them in good condition. Does anybody have any recommendations for sleeves which will be snug? I tend to like the quality of the fantasy flight sleeves, but do they fit?


So we're starting Kingmaker in a week. I've GMed for a while, but nothing like Kingmaker before.

So can you give me your top 3-5 pieces of advice for running a good Kingmaker campaign?


I'm contemplating whether or not to order the Jade Regent adventure paths. We're playing KM right now and loving it as well. My only hesitation with asian inspired fantasy themes is that usually asian = japanese, and japanese only. The authors might make mention of chinese/korean/se asian inspired areas, but in general everything that you encounter is based on japan.

Before paying money for the Jade Regent APs, I'd like to know if this rule of thumb applies as well.


I've recently started GMing Pathfinder after having GMed 4th ed for a while. The APs are great, but I was wondering what people did regarding the maps.

In Dungeon magazine, WotC would release zip files of the images in the magazine which were relatively high resolution. I would blow these up and print them out and create the maps like that. I'm guessing with Pathfinder APs, the only way is to directly copy and paste from the pdf, which is generally pretty low res. Once you blow it up, it becomes extremely pixilated. Have the actual graphics ever been offered?

I'm really not a fan of dry-erase on blank battle maps, as this is far less fun than using actual graphical maps. Having been both the GM and the player, I can tell you that what you see in your head, while you are drawing in and filling in little squares on your battle mat, and what the players see is completely different. Using nice minis and then using the blank battle mat really breaks the immersion.


So I just purchased Adventure Path #1 on ebay (don't ask me why.) According to the seller, it is "like new".

My question is, what came in this particular AP? Were there any pull out maps things that I need to look for (that might be left out) when I get the AP?

The last thing I was is for the AP to have come with a fold up map or poster which is not sent to me, even though it's listed as "like-new".

Thanks!