Robert Jordan |
This is most assuredly a little off topic but has anyone noticed some of the confusion in "The Refuge of Nethys"? In section 1 it mentions a shaft that medium creatures can't get through but small ones can make an Escape Artist check to get through, my question is what shaft? On the map there is no shaft and there's not one described for that room. Down stairs in room 4 in mentions 3 arches leading from the room I'm going to assume that it is including the way they just came in that total, however it has a small path leading to the west out of the room. My gut instinct is to treat that as the shaft mentioned in the first room but if that's the case how are medium characters supposed to get in there without going through room 10 (where Haidar is probably encountered), the writing of the rooms lend themselves more to having room 5 be investigated and then progressing from room 6 onwards. I'm just not sure how that's supposed to work with a link between room 5 and 10 cutting out 6-9. I know this is probably the wrong place to ask these questions but the Set Piece is in this book so....
James "Wulf" MacKenzie |
...has anyone noticed some of the confusion in "The Refuge of Nethys"? In section 1, it mentions a shaft that Medium creatures can't get through but Small ones can make an Escape Artist check to get through: My question is what shaft? On the map there is no shaft and there's not one described for that room.
A line was dropped from Area 1: A narrow shaft lies hidden among the rubble west of the site, found with a DC 18 Search check in the area. This narrow chimney leads to Area 7. Too tight for Medium creatures, even Small creatures must make a DC 12 Escape Artist check to navigate the shaft.
In room 7, "narrow vents lead into the ceiling..." That shaft is one of them.
Down stairs in room 4, it mentions 3 arches leading from the room. I'm going to assume that it is including the way they just came in that total, however it has a small path leading to the west out of the room.
The map scale should be larger: Please treat each square as ten feet across. That hall should be about 6 feet wide.
How are medium characters supposed to get in there without going through room 10 (where Haidar is probably encountered)? The writing of the rooms lend themselves more to having room 5 be investigated and then progressing from room 6 onwards. I'm just not sure how that's supposed to work with a link between room 5 and 10 cutting out 6-9.
I've always disliked "linear" dungeons where everything is laid out in a straight and unavoidable path. The original drafts of the Refuge featured several additional chambers and secret passages, most of which were empty. These were eliminated to avoid wasting words (Who wants to search lots of empty rooms?), but made it more credible that Haidar might elude the party among the Refuge's passages.
Robert Jordan |
Thank you very much for the clarifications! I didn't want to seem like a pest but I admit to being easily confused when I can't piece things out for myself, I agree if my players made a beeline for his likely locale he would not have been there to greet them simply so they wouldn't miss out on the rest of the really cool areas. Thanks again for the swift response :)
James Jacobs Creative Director |
I've just got to say this: I can't believe that noone has done d20 stats for a Chupacabra or Gremlin before! They're awesome and the adventure itself, while I have not run it for a group yet, seems very good.
Glad you like the monsters! They have been done before, though; I believe both, actually, appeared in various volumes of the Tome of Horrors, among other locations. We had some different ideas on how we wanted these critters to work in Golarion though, so rather than adopt the stats for these mythological critters from there, we decided instead to build the new versions that appear in PF 19.
Waspinator |
Huh. I might have to look at the Tome of Horrors again. There definitely doesn't seem to be any official, Wizards of the Coast version. There's a monster search thing here for 3.5 stuff:
http://wizards.com/default.asp?x=dnd/lists/monsters
No Chupacabras or Gremlins. And the Pathfinder versions are awesome. I love the item-cursing and unluck aura abilities and how the Chupacabras self-buff via blood drinking.
Erik Mona Chief Creative Officer, Publisher |
David Schwartz Contributor |
And another version of the chupacabra (by yours truly) under the name vampire beast. :-)
Mikaze |
Is there a post missing that you guys have been responding to?
Looks like it's in response to the latest review for the product.
And I have to admit, I was frustrated during the beginning of this campaign path because all of my Profession(sailor) ranks went to waste, my dolphin animal companion died, and it was hot outside. Shame on you, Erik Mona! Shame on you!
(but srsly, the caravan has been a fun base of operations so far)
Unseelie |
Admittedly, I'm late to the table for this, but is there a errata file for this AP? I'm running into all sorts of errors between the map and the text for the monastary.
For example, the window in A3d is said to face north towards Kelmarane, except that the map shows that as West. A20 is described as running North/South, but again A12 is west of A18 according to the map. I can find more issues like this. Is there an official errata?
A thought that occurs to me that as this is a Monastery of Sarenrae, the Dawnflower I would have expected the window to face the rising sun, not to the North or the West... but that's just me noodling.
Vic Wertz Chief Technical Officer |
Admittedly, I'm late to the table for this, but is there a errata file for this AP? I'm running into all sorts of errors between the map and the text for the monastary.
For example, the window in A3d is said to face north towards Kelmarane, except that the map shows that as West. A20 is described as running North/South, but again A12 is west of A18 according to the map. I can find more issues like this. Is there an official errata?
A thought that occurs to me that as this is a Monastery of Sarenrae, the Dawnflower I would have expected the window to face the rising sun, not to the North or the West... but that's just me noodling.
We don't generally compile errata for books that aren't getting reprinted, but you may want to check out this thread, which is just about the next best thing.
Destarius |
I recently just finished running this AP for my gaming group - I love how this flows so cleanly together and yet pulls the PC's to almost-random locations. It keeps things interesting for the players while still keeping a fluid story going to tie everything together.
I also greatly enjoy stories like this where the main villain of a campaign is only slowly revealed to the players, in the sense that they are seeking something entirely different than what they are getting into.
Love the flavor throughout, as well.
Haffrung |
Is this adventure workable as a standalone (maybe along with House of the Beast)?
I'm planning to introduce my players to Pathfinder with a wide-ranging campaign built on the premise of explorers in the Pathfinder Society. Not an AP. Not a complex, involved story. Just exploration and Pathfinder missions across Golarion.
The idea is to use some Pathfinder Society adventures, some AP chapters , and some homebrew content.
Just wondering if there's sufficient content in this chapter that would be useful for that kind of campaign.