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I'm a Mac user. Here's what I do. I'm sure there's a similar workflow for Windows users.
I open the maps in Adobe Reader, select the map, copy, switch to the Preview app, and create a new file from the clipboard. This only copies the image layer and not the labels.
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ShiroXIII |
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I'm a Mac user. Here's what I do. I'm sure there's a similar workflow for Windows users.
I open the maps in Adobe Reader, select the map, copy, switch to the Preview app, and create a new file from the clipboard. This only copies the image layer and not the labels.
Unfortunately they have a PNG over the entire page, mostly transparent but that makes the page look fancier, which made selecting the map impossible.
TokenTool is a great app for extracting images from PDFs.
This ended up working
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Unfortunately they have a PNG over the entire page, mostly transparent but that makes the page look fancier, which made selecting the map impossible.
Yeah. When that happens I use PDFPen, which can edit PDFs, on a copy of the PDF file. Then I can delete the offending object and get to the image. But it's a pain when that happens.
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Davelozzi |
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So hows it looking everyone? I'll be getting this but maybe later when I find some time to run this.
And is still kind of a beginner friendly AP would you say or has all the bells and whistles for the vets to play, and GM?
More beginner friendly in terms of subject matter, as indicated in several of James’ earlier posts about the plot changes, but maybe a smidge less beginner friendly only in the sense that it’s a more complete, longer story, so doesn’t lend itself quite as obviously/easily to breaking at whatever point is most convenient if you’ve got a group that may or may not be committed.
However, these are very minor differences, and are mostly just in presentation. It would still lend itself super easily to either green recruits or veterans with only the slightest GM tweaks.
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Davelozzi |
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The maps are great.
As for old vs new, I have to admit that overall the originals are more to my taste, but then my group enjoyed the early Paizo grittiness, and wouldn’t be bothered by any of the stuff that got (reasonably) toned down (which was probably the right call for the more modern market sensibilities).
However, I am definitely glad to have both versions, and am finding it very interesting to compare and contrast. If I was to run it now (which is definitely tempting), I would mostly likely mix elements from both.
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Davelozzi |
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Question for the Paizo guys:
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Question for the Paizo guys:
** spoiler omitted **
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SOLDIER-1st |
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In the original, Savram was Sharvaros' human son, and now Savram is Sharvaros' dhampir daughter. Is this a retcon, and if so, how does it interact with Sharvaros' backstory (specifically involving Amele, who is presumably Savram's mother)?
EDIT: To clarify, I'm trying to determine if Amele is actually Savram's mother, and if so, whether she's a vampire or not.
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In the original, Savram was Sharvaros' human son, and now Savram is Sharvaros' dhampir daughter. Is this a retcon, and if so, how does it interact with Sharvaros' backstory (specifically involving Amele, who is presumably Savram's mother)?
EDIT: To clarify, I'm trying to determine if Amele is actually Savram's mother, and if so, whether she's a vampire or not.
When the original adventure landed, we were working with 3.5 OGL content, which was a pretty limited set of tools. By the time we updated Falcon's Hollow in "Towns of the Inner Sea" in 1st edition Pathfinder, the original author made some adjustments to the town to bring it up to some of the new creative content and options in our game, versus 3.5... it was in that book that Savram got this change. So... it's a change, but not one I made initially for this revision to the adventure—it's a change that was made back in 2013 in "Towns of the Inner Sea."
What that means for Amele is up to you to decide. In my headcanon, her "death" before giving birth to Savram took place after she became a vampire, but that information was hidden from the public. Since Savram and Sharvaros don't play a significant role in this version of "Crown of the Kobold King," and since we have no real plans to explore them in the future, feel free to go forward with this story (or revert it to the original vision from the pre-Pathfinder days to him being human) as works best for your game.
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andreww |
I picked this up and have just started to skim through it. It definitely looks like an interesting adventure although I think I was expecting it to be less dungeon crawly.
One thing did jump out at me, the King doesnt have a number of spell slots listed at each level which he should as a spontaneous caster.
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How many PCs is this for? 3, 4, 5, 6? I can't find any info anywhere.
It's for four PCs, which is the baseline assumption for all our adventures unless we so otherwise.
Normally we put this information, along with milestone XP advice, at the front of the adventure in its table of contents, but this adventure's new format ended up with us forgetting to maintain that information when we redesigned how the table of contents looked for this volume. We'll try to not do that in future adventures.
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Btw, my copy has a brown, red-ish cover and different art instead of being green and having "Anniversary Edition" under the title. Any difference between the two besides covers?
The green cover above is placeholder art using the original cover for the 32 page adventure we published over a decade ago. You have the correct cover, in other words! :)
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Apologies if this has been asked:
Is this a good module for getting to know PF2E for long time D&D and former PF1 GM and players? I am looking to make the switch and have been uncertain which AP or stand alone module to use.
Thanks.
It starts at 1st level, so it's a great one to begin a new game with, yes. It's also got a pretty strong "classic dungeon crawl" element to it that long time D&D players will enjoy. And for former PF1 GMs, the fact that it's an update of a classic 3.5 Pathfinder adventure should, in theory, help the adjustment to playing 2nd edition?
While I adore the Adventure Path line, those are big lifts, and it's generally a better idea I think to start small and not run the risk of overwhelming yourself.
THAT ALL SAID: Don't ignore the Beginner Box! It's designed to show off the game play and comes with a lot of useful teaching tools and devices, and is the easiest way to get to know 2nd edition.
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varbles |
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Just did my read-through of the hardcover as someone getting in Pathfinder for the first time. A couple notes\questions:
- For human NPCs, the book doesn't point towards anything in the bestiaries to use for stats. For example Kabran Bloodeye is (CE male half-orc rogue 6). Does that mean I use the player character rules to build that character as a level 6 rogue?
- There are a number of monster encounters that point to Bestiary 6. My understanding was that 2e only goes up to Bestiary 3 at this time. For example, Raksmit in area G7 instructs me to use the elite mummy on page 240 of Bestiary 6. What's going with those monsters?
- Area D17 says that chains and pulleys could be harvested from room D20 to construct an elevator to go down to the next level, but there is no area D20. Is this a d20 joke or something else?
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Kelseus |
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- For human NPCs, the book doesn't point towards anything in the bestiaries to use for stats. For example Kabran Bloodeye is (CE male half-orc rogue 6). Does that mean I use the player character rules to build that character as a level 6 rogue?
This person doesn't have a statblock. If you want to have stats for this person, you should use the monster building rules from the Game Mastery Guide (also found on Archives of Nethys).
- There are a number of monster encounters that point to Bestiary 6. My understanding was that 2e only goes up to Bestiary 3 at this time. For example, Raksmit in area G7 instructs me to use the elite mummy on page 240 of Bestiary 6. What's going with those monsters?
This is a reference to pg 6 of the Bestiary, which is where the rules for the elite adjustment are listed.
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Just did my read-through of the hardcover as someone getting in Pathfinder for the first time. A couple notes\questions:
- For human NPCs, the book doesn't point towards anything in the bestiaries to use for stats. For example Kabran Bloodeye is (CE male half-orc rogue 6). Does that mean I use the player character rules to build that character as a level 6 rogue?
- There are a number of monster encounters that point to Bestiary 6. My understanding was that 2e only goes up to Bestiary 3 at this time. For example, Raksmit in area G7 instructs me to use the elite mummy on page 240 of Bestiary 6. What's going with those monsters?
- Area D17 says that chains and pulleys could be harvested from room D20 to construct an elevator to go down to the next level, but there is no area D20. Is this a d20 joke or something else?
It is page 6 of Bestiary 1. Not the 6th Bestiary.
It is a common misreading. I guess next time they will put the adjustments at the end of the book. Bestiary 254 should be easier to get.
Ninjaed
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Just did my read-through of the hardcover as someone getting in Pathfinder for the first time. A couple notes\questions:
- For human NPCs, the book doesn't point towards anything in the bestiaries to use for stats. For example Kabran Bloodeye is (CE male half-orc rogue 6). Does that mean I use the player character rules to build that character as a level 6 rogue?
- There are a number of monster encounters that point to Bestiary 6. My understanding was that 2e only goes up to Bestiary 3 at this time. For example, Raksmit in area G7 instructs me to use the elite mummy on page 240 of Bestiary 6. What's going with those monsters?
- Area D17 says that chains and pulleys could be harvested from room D20 to construct an elevator to go down to the next level, but there is no area D20. Is this a d20 joke or something else?
For characters we don't expect will be in a fight, we never put full stats. If you need to generate DCs against them for things like Deception or Diplomacy, you can just use Table 10–5 on page 503 of the Core Rulebook to create perfect DCs for them, and if you feel that you'll need stats for them, you'll have to create them yourself (we don't have room to include stat blocks for every NPC in an adventure and have to pick and choose which ones "deserve" the wordcount based on whether or not they're likely to be fought by the PCs).
References to a "Bestiary 6" are actually references to PAGE 6 of the bestiary, where the Weak or Elite modifiers for the stat block is found. It's hard to see, I get it, but the "6" isn't italicized in this case (as it would be if it were part of the book's title), and it's our current style to not include a "page" notation before these numbers to save space in stat blocks.
The reference to area D20 in area D17 is a typo. The chains and pulleys that can be harvested are in area D19.
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varbles |
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For characters we don't expect will be in a fight, we never put full stats. If you need to generate DCs against them for things like Deception or Diplomacy, you can just use Table 10–5 on page 503 of the Core Rulebook to create perfect DCs for them, and if you feel that you'll need stats for them, you'll have to create them yourself (we don't have room to include stat blocks for every NPC in an adventure and have to pick and choose which ones "deserve" the wordcount based on whether or not they're likely to be fought by the PCs).References to a "Bestiary 6" are actually references to PAGE 6 of the bestiary, where the Weak or Elite modifiers for the stat block is found. It's hard to see, I get it, but the "6" isn't italicized in this case (as it would be if it were part of the book's title), and it's our current style to not include a "page" notation before these numbers to save space in stat blocks.
The reference to area D20 in area D17 is a typo. The chains and pulleys that can be harvested are in area D19.
Thanks! That was really helpful and cleared a lot of things up. I appreciate it!
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andreww |
I am nearly finished prepping this. There is one piece of missing information.
Having spent much of the day slicing bits of map with the snipping tool and then stitching them together again, often guessing at the number of squares given the size of them, I would pay good money for a VTT ready version of the maps, labelled with their dimensions. Frankly, if you just told us the actual dimensions of each map by square that on its own would be extremely helpful. The maps in this are huge.
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ArchAnjel |
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I've used PDF to Foundry Importer to import content from the water-marked, legitimately purchased PDF straight into Foundry for a number of standalone adventures but when I try to use the same process for this adventure I just get an error, "failed to detect pdf. cannot proceed :("
Is there content available from this adventure for use in Foundry?
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Curmudgeonly |
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I've used PDF to Foundry Importer to import content from the water-marked, legitimately purchased PDF straight into Foundry for a number of standalone adventures but when I try to use the same process for this adventure I just get an error, "failed to detect pdf. cannot proceed :("
Is there content available from this adventure for use in Foundry?
You'd have to ask the module maker of PDF to Foundry Importer to add support for this adventure.
That being said, there is this:
https://foundryvtt.com/packages/kobold-king-maps-remade-by-taurah
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Tikael |
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I've used PDF to Foundry Importer to import content from the water-marked, legitimately purchased PDF straight into Foundry for a number of standalone adventures but when I try to use the same process for this adventure I just get an error, "failed to detect pdf. cannot proceed :("
Is there content available from this adventure for use in Foundry?
This adventure is not supported by PDF to Foundry and no further content is being added to that module. It is, however, supported by Deidril's PDF Importer, which works similar to PDF to Foundry but has a different set of PDFs it can import.
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ArchAnjel |
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For anyone going through the same situation, I found the best solution was to use a combination of the two above. The maps from https://foundryvtt.com/packages/kobold-king-maps-remade-by-taurah are beautifully done but lack any actors or journal entries. Deidril's PDF Importer added all the actors and journal entries but the maps are just the default ones from the PDF which are... not great. Especially given that secret doors are visible and patently apparent.
So I deleted most of the scenes from Deidril's PDF Importer and replaced them with scenes made with maps from kobold-king-maps-remade-by-taurah. Turned out pretty nice that way.