Community Created Stuff (may contain spoilers)


Rise of the Runelords

851 to 900 of 1,555 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

1 person marked this as a favorite.

Hope you guys like this stuff. I am getting little in the way of feedback here. Any input is welcome.

All right! Time to descend under Jorgenfist!

This one was big. I have a lower res version, and then the high res version split into four parts. Here they are.

Lower Res Full Map

http://i.imgur.com/t4PEeSE.jpg

Under Jorgenfist 1

http://i.imgur.com/ycehC3C.jpg

Under Jorgenfist 2

http://i.imgur.com/2vGJxwG.jpg

Under Jorgenfist 3

http://i.imgur.com/HKwWX0P.jpg

Under Jorgenfist 4

http://i.imgur.com/eO7Bx0S.jpg


Well, I like them DM and I can't see anything that needs amending.

Will you also be doing the black tower, crypt and river caves? I'm sure you could have some fun with icy textures for the crypt.


1 person marked this as a favorite.
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

My party is about to go against Nualia again, at the beginning of Fortress, just after the raid. Here are the stats I am going to use, for those interested:

Nualia

Spoiler:
Nualia Tobyn CR 14
XP 38,400
Female Half-Fiend Human Antipaladin 12
CE Medium outsider (humanoid, human, native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +2 Dex, +2 natural)
hp 146 (12d10+48); fast healing 5
Fort +17, Ref +11, Will +15
DR 10/magic; Immune disease, poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 25
--------------------
Offense
--------------------
Speed 20 ft., fly 60 ft. (good)
Melee +2 shocking burst bastard sword +21/+16/+11 (1d10+9/19-20+1d6 electricity) and
. . bite +14 (1d6+3) and
. . 2 claws +14 (1d4+3)
Special Attacks channel negative energy 5/day (DC 21, 6d6), smite good, smite good
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect good
. . 3/day—darkness, poison
. . 1/day—blasphemy, contagion, desecrate, unholy blight
Antipaladin Spells Prepared (CL 9th; concentration +14):
3rd—defile armor (DC 18), dispel magic
2nd—blindness/deafness (DC 17), invisibility, silence (DC 17)
1st—blood blaze, death knell (DC 16), disguise self, protection from good
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 18, Int 10, Wis 14, Cha 20
Base Atk +12; CMB +19; CMD 31
Feats Blind-Fight, Combat Reflexes, Critical Focus, Exotic Weapon Proficiency (bastard sword), Improved Natural Armor, Lamashtu's Mark, Power Attack
Skills Acrobatics +1 (-3 jump), Bluff +10, Climb +8, Fly +3, Intimidate +11, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +5, Ride +11, Sense Motive +9, Spellcraft +9, Stealth +4, Survival +3, Swim +6, Use Magic Device +7
Languages Common
SQ aura of cowardice, aura of despair, aura of evil, aura of vengeance, channel negative energy, cruelties (cruelty [cursed], cruelty [paralyzed], cruelty [poisoned], cruelty [stunned]), fiendish boons (fiendish boon [weapon]), touch of corruption, unholy resilience
Other Gear +2 agile breastplate, +2 shocking burst bastard sword, belt of giant strength +4, headband of alluring charisma +2
--------------------
Special Abilities
--------------------
Antipaladin Channel Negative Energy 6d6 (5/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice (Su) Enemies within 10 ft. are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair (Su) Enemies within 10' take a -2 penalty on all saving throws.
Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Aura of Vengeance (Su) You may expend two uses of your Smite Good ability to allow your allies within 10' to Smite Good, using your bonuses.
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

Kills, paralyzes, weakens, or dazes nonevil subjects.
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Negative Energy (Su) You can channel negative energy to heal the undead and injure the living.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Critical Focus +4 to confirm critical hits.
Cruelty (Cursed) (DC 21) (Su) When you use your touch of corruption ability, the target is cursed, as if you had cast bestow curse, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of touch of corruption, chosen w
Cruelty (Paralyzed) (1 rd) (DC 21) (Su) When you use your Touch of Corruption ability, you may also paralyze your target for 1 rd.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Cruelty (Poisoned) (DC 21) (Su) When you use your touch of corruption ability, the target is poisoned, as if you had cast poison, using your antipaladin level as the caster level.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when
Cruelty (Stunned) (3 rds) (DC 21) (Su) When you use your Touch of Corruption ability, you may also make your target stunned for 1 rd/4 Antipaladin levels.

You may only apply a single Cruelty ability to each use of Touch of Corruption, chosen when used.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3) (12 minutes) (2/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Flight (60 feet, Good) You can fly!
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Lamashtu's Mark (1/day) (DC 22) Melee hit grants deformity to reduce target's CHA by 1d4 for 1 hour (Fort neg).
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spell Resistance (25) You have Spell Resistance.
Touch of Corruption (6d6) (11/day) (Su) You can inflict 6d6 damage, 11/day
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Unholy Resilience (Su) You gain your Charisma Bonus as a bonus to all saving throws.


Pathfinder Adventure Path, Rulebook Subscriber

My group actually managed to crit Nualia just after she became a half-fiend and drove her into a significant negative hit point level. So now I'm left wondering how I might bring her back. (Tsuto might be a possibility, but Lyrie currently has her claws in him so I'm kind of doubtful of that course of action.)


Jam412 wrote:

My party is about to go against Nualia again, at the beginning of Fortress, just after the raid. Here are the stats I am going to use, for those interested:

Nualia ** spoiler omitted **...

I'm sure this is just nitpicking, but shouldn't Nualia only have one claw attack? I know you've updated for higher (much higher) CR, but even with two claws (did you turn her other hand into a claw?), she would only have one claw attack if she is wielding the sword (or none, if she swings two-handed). Of course, if she's disarmed then the other claw comes into play -- then again, this only applies if her transformation continued and her other arm also transformed.


Perhaps she has a demon leg now with a huge raptor claw! Rawr!


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
el cuervo wrote:
Jam412 wrote:

My party is about to go against Nualia again, at the beginning of Fortress, just after the raid. Here are the stats I am going to use, for those interested:

Nualia ** spoiler omitted **...

I'm sure this is just nitpicking, but shouldn't Nualia only have one claw attack? I know you've updated for higher (much higher) CR, but even with two claws (did you turn her other hand into a claw?), she would only have one claw attack if she is wielding the sword (or none, if she swings two-handed). Of course, if she's disarmed then the other claw comes into play -- then again, this only applies if her transformation continued and her other arm also transformed.

Yeah, that's just how herolab outputs stat blocks. I like the raptor claw idea though.. :-)

Maybe to show her transformation into a Vrock.


el cuervo wrote:
Askren wrote:

If you guys are using Roll20 and having problems with maps, here's what I suggest:

First, choose your PDF reader. If Adobe, you need to zoom in and use the Snapshot thing. If Foxit, it doesn't matter if you zoom. Either way, copy the image from the PDF.

Then take the image into Photoshop. Turn on the Grid (Ctrl+H) but turn OFF Snap in the View menu. Then go to Edit > Preferences > Guides, Grids & Slices and set your Gridline to 75 or 150 pixels.

Now you go ahead and resize the map. This takes some fiddling, but the easiest way is to put the center on a gridline, and then Alt+drag the sides to scale both sides at the same time until the grid in Photoshop and the one on the map match up.

Once you're done, you go View > Snap and turn it on, and crop the image to the nearest full squares.

Then save it as a JPG and upload it to Roll20.

Now in Roll20 when you make a new map page, you need to go into the page settings and turn the Grid OFF.

Drop your map image in on the Map layer while the grid is off. Do not resize it.

Turn the Grid back ON in the settings menu.

Now Right click > Advanced > Align to grid. Drag a random amount so the little window pops up.

Now since you already know the proportions of the map, since you aligned it to a pre-set grid in Photoshop, you can just put in the number you know. So if your grids in Photoshop were set to Gridline Every: 150px, you just put 150 and 150 in both of the boxes.

Bam. Map perfectly aligned. It seems complicated, but it's actually really fast once you do it once or twice.

I would just add to this, save it from Photoshop/GIMP as PNG, not JPG. JPG is more lossy, while PNG is designed for web and supports transparencies. If you don't know what this means, don't worry about it. :)

Ok. I don't know if the Interactive Map Pack has lower-quality images than those supplied in the PDF of the book, but I get serious jaggies and blurring as soon as I zoom more than 200% whether I'm using Adobe Reader or FoxIt. Incredibly frustrating and I feel like it was a complete waste of my $15 to buy the Map Pack.

Also, if I don't Zoom in FoxIt, it does the same thing as it does in Adobe Reader: captures a tiny image. Unless I'm supposed to use something other than the Snapshot tool.


1 person marked this as a favorite.

Oh don't get me started on this... sigh. The maps are so weak. They aren't even symmetrical! Ive spent hours carefully measuring and redrafting some of these maps from the ground up.

Maps are honestly the weakest part of the Paizo AP system. And they are SUCH an important part!

I don't want to seem like I am getting out pitchforks or anything. I LOVE Paizo and Pathfinder. The thing that sets them apart, to me, is the respect their work shows for the customers. The presence here on the forums, the quality of the work itself, and the forward thinking aspects of the business view like embracing digital mediums and online community. The two things that I, personally, think should be improved on, are the maps and the interactive portions of the adventures (the parts you read to the players). The maps should be detailed, high res, and interactive. The text you read should be longer, with more detailed descriptions and perhaps some suggested dialogue options for NPCs. Describe not just visuals, but smells, and sounds. Paint a detailed sensory picture to go support the visuals of provided by improved maps. Immersion is the name of the game here, anything that can help get the players into the feel of things is going to make for a better game, and better games make for return customers!

I know that space in any printed material is at a premium... so perhaps provide the rest as a digital download.

Ahh well. I probably just don't have the full picture of the whole business here. I am sure that Paizo has good reasons for what it does. Thanks for listening to my little rant here.


MOAR MAPZ!

Ok here we go. I THINK this should complete all the needed maps for Jorgenfist. Next... on to the Library!

The Black Tower.

http://i.imgur.com/PQQr0Q9.jpg

The Black Tower Crypt

http://i.imgur.com/UUNzuAO.png

The River Caves

http://i.imgur.com/ZtJXCeM.jpg

And, as a bonus, even though the book didn't have one... I decided every dragon deserves a lair. So, here is Longtooth's Lair!

http://i.imgur.com/qeVOWKA.jpg

As always, input is appreciated.


Excellent as usual DM - very useful.

The only comment I would make concerns the river caves. I think the secret passage connection to the cave might need a bit of tidying up as you can see two black lines where they connect.

I assume that you drew the whole cave wall and passage in one go and then added a short piece of wall for the secret door. Instead, it might be better to have the secret passage and cave as separate items.

Hope this makes sense.


Kalshane wrote:

Ok. I don't know if the Interactive Map Pack has lower-quality images than those supplied in the PDF of the book, but I get serious jaggies and blurring as soon as I zoom more than 200% whether I'm sing Adobe Reader or FoxIt. Incredibly frustrating and I feel like it was a complete waste of my $15 to buy the Map Pack.

Also, if I don't Zoom in FoxIt, it does the same thing as it does in Adobe Reader: captures a tiny image. Unless I'm supposed to use something other than the Snapshot tool.

When you buy the full AP, you have several options in your Paizo downloads section to download different quality versions of the PDFs. The Interactive Maps PDF must not have this option, is my guess.

As for FoxIt, it sounds like you're doing it right, but it also sounds like maybe the Interactive Maps PDF is lower quality than the same pack from the AP version. Sorry. :\


It does make sense.

So I fixed it for ya!

Updated River Caves.

http://i.imgur.com/12EbxrV.jpg

I deleted the old one so the link in my previous post wont work any more.


Thanks - that looks much better now. Revised copy snagged. I guess the library will be next and then Scribbler's lair?


el cuervo wrote:

When you buy the full AP, you have several options in your Paizo downloads section to download different quality versions of the PDFs. The Interactive Maps PDF must not have this option, is my guess.

As for FoxIt, it sounds like you're doing it right, but it also sounds like maybe the Interactive Maps PDF is lower quality than the same pack from the AP version. Sorry. :\

Ok. Thanks. I was driving myself nuts trying to figure out why I was having a problem when it was working so well for everyone else.

Though you'd think the Map Packs would be high-quality by default, since 99% of the people buying them want to use them for VTT or printing purposes.


Pathfinder Adventure, Adventure Path Subscriber

Very cool Digital Mystic, very cool.


1 person marked this as a favorite.

I will do the Library for sure, then I may stop for a bit and focus on getting the game together. I still need to put all these maps into Roll20, make the monster tokens, stat them out, write up a bunch of descriptions and dialogue, and generally bust my rump to get things ready for my gaming group. We are on a little break between modules but they are pretty anxious to get back into things so... I will probably stop for a bit after the Library. If I have free time I may start on the next module early. I have been having some fun working on these maps, but boy has it been time consuming.


1 person marked this as a favorite.

Allrighty! The Ancient Library!

http://i.imgur.com/geUZX3F.jpg

And as a bonus, here are are the armor models I used so that you can have Zombie Giants that match the background armor. They are PNGs on a transparent background ready to drop into any VTT.

http://i.imgur.com/bZl9C2t.png

http://i.imgur.com/kVRUb8o.png

and last but not least, the Headless Lord!

http://i.imgur.com/iCDbZ8l.png

By the way, I had a fellow asking how many Pixels per Inch I use so that he can print them out for use with a regular table top group. I honestly don't know much about that, but I THINK all my pics are at a default of 72 PPI.

Anyway, I hope my maps can be of use to some of you guys. Feel free to share any input, or any experiences you have using them.

Happy gaming all!

The D.M.


Digital Mystic wrote:


By the way, I had a fellow asking how many Pixels per Inch I use so that he can print them out for use with a regular table top group. I honestly don't know much about that, but I THINK all my pics are at a default of 72 PPI.

Scratch the above... I have been notified by people more knowledgeable than I that the above number is wrong. Each map apparently has its own PPI. I am afraid that if you need that number, you may have to figure it out yourself for each map. Sorry!


Hi DM, thanks for the library map. Snagged as usual.

Feedback-wise, I wonder if it would be better if the armour models were not included on the map. Otherwise, if the characters take out all of the models, there will still be seven suits standing in the room.


Grimbold wrote:

Hi DM, thanks for the library map. Snagged as usual.

Feedback-wise, I wonder if it would be better if the armour models were not included on the map. Otherwise, if the characters take out all of the models, there will still be seven suits standing in the room.

Interesting point. I put them in, because the room describes there being more frozen hill giants, ogres, and trolls in addition to the ones that are animated. I think you make a good case tho. What of M decides to come back and reanimate more?

Anyway, since you have been so nice, a new map for you!

http://i.imgur.com/CVmbeNq.jpg

Liberty's Edge

It would help if you actually linkified your links. Look at the "How to format your text" spoiler.


Thanks DM, that's more useful for me.

I use MapTool, so I can always add extra items to maps if I want to. I will initially place your armour models on the 'background' layer and then animate them by moving them to the 'token' level. That way, when the characters first enter the room, moving their cursor over the models will not immediately show the armour models as active tokens - until I animate them!


Excellent Grim. Glad I could be of help. I hope your players enjoy the maps!


Pathfinder Adventure, Adventure Path Subscriber
HangarFlying wrote:
It would help if you actually linkified your links. Look at the "How to format your text" spoiler.

Quick heads-up for something useful... if you use Firefox, there's an add-on called Linkification. If it sees text formatted as a URL, it automatically in-line edits the page and makes the link clickable. You basically don't realize someone hasn't made a link a link.


11 people marked this as a favorite.

Digital Mystic's Maps, linked for ease of use.

Burnt Offerings
-Sandpoint
Die Dog Die
Hook Mountain Massacre
-Fort Rannick
Fort Rannick Exterior
-Turtleback Ferry
Flooded Church
Flooded Town Square
-Shimmerglens
Heart of Sadness
-Skull's Crossing
Top of the Dam
Fortress of the Stone Giants
-Raid on Sandpoint
East Bridge
East Bridge and River Street
East Bridge and River Street version 2
North Gate
North Gate version 2
Sandpoint Garrison and Town Hall
Scarnetti Manor
-Journey to Jorgenfist
Storval Stairs
Storval Stairs version 2
-Jorgenfist
Ancient Library - No ModlesAncient Library - With Models
Black Tower
Black Tower Crypt
Jorgenfist (Low Res)
Jorgenfist - Gate and Courtyard
Jorgenfist - Mammoth Pens and Tower
Jorgenfist - North
Jorgenfist - South
Jorgenfist - Spire, Tower, and Bear Hall
Jorgenfist - Towers and Feast Hall
Longtooth's Lair
River Caves
Under Jorgenfist (Low Res)
Under Jorgenfist 1
Under Jorgenfist 2
Under Jorgenfist 3
Under Jorgenfist 4


3 people marked this as a favorite.

Ok, so finally have the Catacombs of Wrath ready to go! For VTT users and owners of large printers/those who can get poster size stuff printed, I have 150 dpi versions of the catacombs.

Catacombs of Wrath with grid
Catacombs of Wrath no grid
Catacombs of Wrath no grid, no lighting

Later I will have a 200dpi pdf that is designed to be printed at home and meant to be played in a reveal as you go type of way... once I get this pdf creation thing down.

Liberty's Edge

1 person marked this as a favorite.
Anguish wrote:
HangarFlying wrote:
It would help if you actually linkified your links. Look at the "How to format your text" spoiler.
Quick heads-up for something useful... if you use Firefox, there's an add-on called Linkification. If it sees text formatted as a URL, it automatically in-line edits the page and makes the link clickable. You basically don't realize someone hasn't made a link a link.

Doesn't work quite as well on an ipad. ;-)

Liberty's Edge

Just wanted to throw out a quick three cheers and a tiger to IxionZero and Digital Mystic! Excellent work!


Thanks! Glad you like the maps.


What I'd really like for the Catacombs of Wrath is a map of just the cave (B1) and rough tunnels that give access to the catacombs, including the bit above B6 (that's just indicated by a dotted white line in the Paizo map). Has anyone done this?


Callum wrote:
What I'd really like for the Catacombs of Wrath is a map of just the cave (B1) and rough tunnels that give access to the catacombs, including the bit above B6 (that's just indicated by a dotted white line in the Paizo map). Has anyone done this?

I do not believe anyone has done this. The source files for my map are all still layered and whatnot, so it would barely be any work to make just the tunnels as a map. Info would be appreciated though, are you using VTT or printing it out, and did you want the part above the prison to have a PC-sized hole (which seems to be indicated on the map, but not actually mentioned anywhere in the area descriptions)?

If you intend to print, the PDF that I still have not had a chance to put together has everything in sections, including little 'shadowed' area caps to indicate more tunnel/corridor to be explored. It does not have the part that is physically above the prison however.


More info: I'm planning on using it with a VTT, but I'm happy to scale it down myself from a print-size map. Yes, I'd like there to be a hole in the floor of the passage above the prison.

In fact, I've been thinking about this area some more, and it seems rather odd that there are three ways of entering the catacombs from the tunnels, and also a cave just nearby. Isn't this supposed to be the tunnel the smugglers dug to try to break into the garrison? I think I'm going to remove the cave (B1) and the passage into the old storeroom (B2) in my game. This would fit with the smugglers digging the main tunnel until the floor fell through into a cell; they then backed up a little and dug east until they broke through into the welcoming chamber (B3), where they encountered things that made them flee and brick up the passage back at the main tunnel. I'll move the lone sinspawn guard from the cave to the welcoming chamber, which also makes more sense to me.


Yeah, to be honest I never got why there were three points of entry either. The storeroom way just begs the PCs to go straight to the cathedral IMO. Taking out the cave room and storeroom way is just a couple minutes of clicking, I could whip something up soon.


How's this for the smuggler's tunnel?

Smuggler's Tunnel


That's great - thanks, IxionZero!


IxionZero wrote:
Yeah, to be honest I never got why there were three points of entry either. The storeroom way just begs the PCs to go straight to the cathedral IMO. Taking out the cave room and storeroom way is just a couple minutes of clicking, I could whip something up soon.

I could be mistaken, but I'm fairly certain the northern most entry that puts the PCs in the room with the overhead walkway is actually blocked off by the jail cell door. There's a break in the back wall of the jail cell but the PCs can't pass through the portcullis that would be the door to the cell without a Disable Device check, at the very least.


It doesn't say anything specifically about the door of the cell that the tunnel gives access to (through the ceiling), but then nothing is said about that way in at all! I've made the assumption that the cell door is locked - but the PCs can overhear the sinspawn arguing, and maybe pick the lock.


The break in the jail cell, if you read carefully, is actually in its ceiling. You have to drop down into the cell.
I had a player accidentally roll a marble with the light spell cast on it down into the hole, alerting the Sinspawn within to the groups presence. After sending his familair down into the cell and finding nothing, they decided that climbing down into a locked cell was foolish so they continued on to the other north door that leads onto the catwalk. Combat was begun, but with prepared Sinspawn and a few rounds later, when they thought they had the Sinspawn corralled in the doorway at the top of the walkway (and able to attack only one or two at a time), I had the rest of the Sinspawn climb up from the cell and attack from behind! Scared the poop out of my guys. It was awesome.
I always did wonder what the story behind that secret tunnel into the prison cell was about. I guess someone dug their way out of there 10,000 years ago?


Pathfinder Adventure Path, Rulebook Subscriber

My general assumption was that this was the original entry-point of the smugglers. The latter openings were done by goblins working for Nualia.


I finally got the printable pdf together without an inexplicable drop in image quality despite the settings I chose! Hopefully it actually prints out as intended, I just printed my version from the source Photoshop files and don't really have the ink and photo paper to waste on a test. So someone who prints this out let me know how it looks in the end!

Place as you go, printable PDF

Scarab Sages

Slow clap. Bravo! These are amazing, IxionZero. Thank you so much! Now I'm sad that my group is already past this.

Silver Crusade

I am on my third run through RotR and every time it gets better and better due to all the hard work you all do. Thank you!


So after a hiatus of a few months, my group is getting back together this weekend to start the fourth module. As advised I am writing up a spreadsheet to keep track of what is going on around Sandpoint on a round to round basis. I am fleshing it out with descriptions of any action the players might witness with different descriptions whether they are distant, or close by. I also included a section to keep track of the duration of spells such as buffs. I am still in the process of finishing it (hope to be done tomorrow). As always any input you guys may have would be much appreciated.

https://docs.google.com/spreadsheets/d/1i1Q8yPdxI_vVKU1ZuJkoHsTYS6z-zELH3Le 3oC-Fmsw/edit?usp=sharing


Does anyone have maps for the encounter with Arkrhyst at The Sihedron Circle, The Mouth of the Skull and The Dragon's Liar in Sins of the Saviors?


Sorry Tkastiel I haven't gotten that far yet, so I haven't made any maps for it. I will eventually, but I suppose they will be too late for you... :(


Dang! Your maps have proved invaluable for what its worth! How far off are you if I might ask?


Well, I wont need them for months. My group is playing once a week and we miss more weeks than I would like to be honest. We just started the fourth module, so unless I somehow get inspired to work on them way early, it probably won't be for a while.


Any way I could inspire you to create the maps for the Runeforge? :D


How soon do you need them? I have a lot on my plate this weekend with mother's day and all.

851 to 900 of 1,555 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Path / Rise of the Runelords / Community Created Stuff (may contain spoilers) All Messageboards

Want to post a reply? Sign in.