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Rise of the Runelords

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I made a sloopy token to use in roll20: a ferry crafted from the shell of giant turtle to use in the Turtleback Ferry village and it's encounters, in Hook Mountain Massacre.

Ferry crafted from the shell of giant turtle


Nice work! Good to see you are still making neat thing's for everyone GustavoMalek.


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Made a little map for the encounter in Chapter 3, Part 4, named Mysterious Derelict: http://i.imgur.com/AYJnIgS.jpg

There's no fight there but I like to make my players think there might be by giving them a map :P

Made for 25x25 units, 70 pixels per unit (standard for Roll20).


threelite wrote:

Made a little map for the encounter in Chapter 3, Part 4, named Mysterious Derelict: http://i.imgur.com/AYJnIgS.jpg

There's no fight there but I like to make my players think there might be by giving them a map :P

Made for 25x25 units, 70 pixels per unit (standard for Roll20).

Cool. That would have been nice to have when I ran that. As it was, that encounter was probably the high point of the journey through the Shimmerglens. I actually managed to creep the party out with the white dog (whereas they took the Misgivings and Graul Farm in stride.)


Oh, geez. I had some serious fun with that derelict. Looks like I didn't really do it justice in the write-up at all. I made it clear that it was a star-faring vessel with no crew, no supplies, and a lonely Varisian captain who wrote masterwork music. It haunted the bejeezus out of them, especially when the white dog trotted off at the end.

I love that whole thing. Lets you as a GM just make up things whole cloth.

EDIT: Re-reading that made me track down the follow-up as well. Re-reading old posts is what keeps me journaling. (OK, that and the Paizonians who express their appreciation for my efforts...)


Nice map, Threelite.

Did you also produce an interior for them to explore and find what was inside?


My players can't read in English so I'm translating the handouts with the aid of Gimp. However my skills at graphical design are very limited, Tsuto's journal seems the hardest since it has all those drawings.

With that said, does anyone here have Tsuto's journal whitout the letters, but with the drawings? So I could add the translated text on it?

Thanks in advance


Amitay wrote:

My players can't read in English so I'm translating the handouts with the aid of Gimp. However my skills at graphical design are very limited, Tsuto's journal seems the hardest since it has all those drawings.

With that said, does anyone here have Tsuto's journal whitout the letters, but with the drawings? So I could add the translated text on it?

Thanks in advance

I did this hastily, hope it works okay for you. It has quite a few blemishes but I figure after you add the translated text, it should cover them up.

http://i.imgur.com/HUB8zmN.jpg


threelite wrote:
Amitay wrote:

My players can't read in English so I'm translating the handouts with the aid of Gimp. However my skills at graphical design are very limited, Tsuto's journal seems the hardest since it has all those drawings.

With that said, does anyone here have Tsuto's journal whitout the letters, but with the drawings? So I could add the translated text on it?

Thanks in advance

I did this hastily, hope it works okay for you. It has quite a few blemishes but I figure after you add the translated text, it should cover them up.

http://i.imgur.com/HUB8zmN.jpg

That's great!

Thank you very much


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Oh my goodness! I just stumbled across these AMAZING works by David Hemenway / Hero339 over on Deviant Art. This is just STUNNING! I think that Glassworks may be even better than Tintagels already awesome map! I want to send him a message letting him know that I linked it here, but I cant seem to figure out my Deviant Art psw lol. Anyway... Show this guy some love and perhaps he will make some more amazing maps!

Swallowtail Festival

Rusty Dragon

The Glassworks

Glassworks Basement

Catacombs of Wrath


Nice find, DM - definitely snagged these for future use!


Greetings,

Should the spreadsheet link still work? It doesn't, for me at least...

Thanks,

- s.west

Digital Mystic wrote:

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


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Allright, I made it fully public. See if this works.

LINKIFICATION


Digital Mystic wrote:

Oh my goodness! I just stumbled across these AMAZING works by David Hemenway / Hero339 over on Deviant Art. ....

The only problem I have with these is that he doesn't seem to work constrained to a set grid in Photoshop, which means when trying to set them up on an actual grid like in Roll20, you'll find that a lot of rooms and walls aren't drawn to fit.

Certainly not putting down the work, he's done a much better job than I ever did, and I just wish I could actually use them.


I am not sure I understand there Askren. Each has a white square that you can use (sort of) to size it correctly on a roll20 map grid. If you can explain the issue to me, perhaps I can edit it some and make it work better for you.

Dark Archive

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Pathfinder Adventure Path Subscriber

Sorry to break the trend on awesome maps, but I'm finally getting around to posting the haunts for Foxglove Manor I'd written up for my game. Enjoy!

The way I intended this to play out is that, after the haunt activates, the PC is given the handout, and reads through it. They then make whatever roll the handout requires, and if they are affected by it, it tells them what will happen next. The intent is to give that PC the opportunity to experience a part of the story for themselves, and then tell the story to the rest of the party - much the way I figure it would play out if this were a movie.

Burning Manticore:

As you enter the foyer again, the smell of smoke is heavy in the air. Before your very eyes, the stuffed manticore's mane bursts into flame, quickly engulfing the centerpiece in a massive conflagration. It roars in pain with a hoarse, painful voice, and turns to face you with its cold, glassy eyes. By this time, the entire beast is engulfed in the flame, and you can feel the heat upon your skin as it leaps for you. The creature is loathsome to your eyes, but no more so than its face, a twisted and cruel visage of humanity, but with growing horror, you realize the face has changed since your first viewing of the beast. The deformed features have smoothed and refined into the face of a woman. It is a familiar face to you. It is your face.

It is close now. The heat from the manticore is painful to be near, but the fire gives you the same small comfort it did years ago. You had no other options, after all. For six years, you'd seen this damnable manor darken the soul of your husband, taking what was once a good and ambitious man and change him into something dark and secretive. It had changed him, and it probably had changed you too. Six years ago, you would never have thought you had the inner courage to set the house ablaze, and take your children back with you to Magnimar. Traver couldn't be saved, you knew that. You had no choice. He would be sacrificed to save your children. To save yourself.

The servant's quarters were your proving ground. When you set the blaze, when you watched it erupt and consume the building, you felt free at last. Free from the yoke you have lived under for too long. Free from fear, free from guilt, free from him. All that remained is to set the blaze in the manor house proper. Set it, and be done with it.

But he comes! He yells your name, and you lash out at him with your firebrand!

(At this point, the burning manticore attempts to strike you with its burning stinger. Make a touch attack against yourself. The manticore has a +4 bonus. If it hits, you take 4d6 points of fire damage, and need to make a Reflex DC 15 to avoid catching on fire.)

Worried Wife:

What does he get up to down in the damp below? You asked him that once. He didn't respond, and that was worse than any answer you could have received. That and his glare. It was like he was looking beyond you, as though he was trying to will you out of existence. How could he not care about you? How could he not care about Lorey, his own flesh and blood? What has become of him? What will become of you?

No more! If you and Lorey stay here, then you will be caught up in whatever madness Vorel is working on. If you don't leave now with her, you may never leave. She is beside you, and he is downstairs, as he ever is. Go, now! This is your chance!

(Please make a Will save, DC 14. If you fail, then you are under a suggestion spell. You believe that one PC I designate is your child, and you both need to get out of this house before something horrible happens. As this spell is an enchantment (compulsion) effect with the language-dependent and mind-affecting keywords, any bonus or penalties that target any of these apply.)

Dance of Ruin:

What does he get up to down in the damp below? You asked him that once. He didn't respond, and that was worse than any answer you could have received. That and his glare. It was like he was looking beyond you, as though he was trying to will you out of existence. How could he not care about you? How could he not care about Lorey, his own flesh and blood? What has become of him? What will become of you?

No more! If you and Lorey stay here, then you will be caught up in whatever madness Vorel is working on. If you don't leave now with her, you may never leave. She is beside you, and he is downstairs, as he ever is. Go, now! This is your chance!

(Please make a Will save, DC 14. If you fail, then you are under a suggestion spell. You believe that one PC I designate is your child, and you both need to get out of this house before something horrible happens. As this spell is an enchantment (compulsion) effect with the language-dependent and mind-affecting keywords, any bonus or penalties that target any of these apply.)

Iesha's Vengeance:

He is dead! Your husband, Aldern, has killed him! Not one moment ago, you were seated by the fire with the carpenter, the two of you reading a treatise on the founding of Korvosa, and the next, the carpenter was struck from behind! Aldern was there, his face a mask of fury as he struck the carpenter with a stone bookend. He discards his bludgeon and turns to you, his face red, his eyes accusing. “You harlot!”, he cries, grabbing at your dress and pulling you to your feet. “I am your husband! You are mine, and no other man shall lay a finger upon you! Not now, and not ever again!” He grabs the scarf you wear about your neck, and pulls it tight around your throat. Silently, you plead with him, scratching at his arms and kicking with your feet, trying to show him the book. But the carpenter fell upon it, and your vision swims. As the light fades, your husband is the last thing you see. The man you fell in love with has taken your life. How could he do this to you? Your last thoughts before you black out are those of rage.

(Please make a DC 16 Will save. If you succeed, congratulations, you're safe! If not, you are paralyzed with fear as the ghostly image of Aldern Foxglove appears before you and seems to be pulling the scarf around your throat tight. Additionally, since you failed this first save, you need to immediately make a DC 16 Fort save. If you succeed, you take 3d6 damage – go ahead and roll that right now. If you fail, then you are suffocating. You are reduced to -1 hit point and you are dying.)

Frightened Child:

Quick!”, Sendeli says as she ushers you and Zeeva into the room. “Hide under the bed! Mommy won't find us there!” The three of you crawl under the bed, and cower in the darkness. You don't know what's going on. Mommy came into the house, a torch in hand, and started shouting Daddy's name. She went upstairs, and the screaming and crashing started. The three of you snuck into Daddy's observatory to see what was happening, and saw Mommy and Daddy fighting. Mommy had her torch, and she was waving it around, trying to burn Daddy with it. Daddy had a knife, longer than the ones the servants use in the kitchen to cut meat, and there were things on his face. Ugly black bulges. Even your young mind knew what was happening. They were trying to kill each other.

Sendeli grabbed you both by the hand, and the three of you raced here, to your room, to hide. You shivered in the dark. You might only be six, but you know that tonight, you and your sisters are going to die. Either Mommy will kill Daddy, and she will burn you alive, like she burned the servant's quarters, or Daddy will kill Mommy, and then he will carve you three up with his long knife. You sob, knowing that you are going to die. Zeeva whispers to you. “Shush, Aldern! Or they will hear you!”

Then there is a crash. Followed by a scream that dies away into nothing. Then footsteps, loud ones down the stairs. You begin to scream in fear, but Zeeva and Sendeli place their hands over your mouth to muffle you, to avoid giving away your hiding place. The footsteps turn before they come to your room, however, and the double doors to the gallery are thrown open, followed shortly by the doors to Mommy and Daddy's room. Those doors slam, and then everything is silent. Silent, except for your sobs.

(Please make a DC 14 Will save. If you fail, you take 1d4 points of Wisdom damage from this vision.)

Phantom Phage:

“What's on your face, Mommy?”, Lorey asks her mother. The damnable woman! You were close – close! - to finishing the great work, finishing your glorious transcendence, when she came barging into your laboratory at the worst possible moment. Your attention was distracted, and it all went wrong immediately. The ritual consumes you with a horrible affliction in a moment, and your body dies, deformed and ridden with tumors and boils.

But something of the original work still went right. The b&$+! had no idea what she saw, and you were too far along for the ritual to fail completely. It may not have worked as you intended, but you live on. This was not the transcendence you were hoping for, but you can make this work.

First, though, revenge. She has taken your dream from you. Now, you will take her life. Her, and that whelp. You reach out, and stroke your wife's cheek. Her skin blackens where you touch, and the infection begins to spread. Lorey screams, and backs away from her mother in fear. She may be able to escape her mother's grasp, but she cannot escape yours. Another touch, and the infection spreads to her.

Within minutes, both your wife and your daughter are dead from your hand. Good riddance. You remember the pain they must have felt, as it was your last experience. Growths on your face, foulness bubbling forth under your flesh, filled with pus and cancerous flesh, choking on the tumors in your lungs, blind as the growths swell your eyes shut. It was a gruesome way to die. The least you could do was share it with them. You tried to tear the corruption within your body away, just as they did. It helped them as much as it helped you. It only helped to disfigure their bodies further.

(Make a DC 14 Will save. If you fail, you tear at the flesh of your face, dealing 1d6 points of damage and 1d4 points of Charisma damage. Make a new save at the beginning of each round.)

Misogynistic Rage:

The horrors! The things you have seen in the deeps! Your husband is a monster wearing the guise of a man! You have no idea what he was doing down there, but you know blasphemy when you see it. The gods must have cursed him for his actions, as he was consumed by a horrible sickness and decay before your eyes. As he died, he spat such horrible curses at you! Words that you had only heard from sailors in Magnimar, and worse. “Damn your sex!”, Vorel gurgled as the plague took him. “Damn your curious nature, and your need to stick your noses where it's not wanted! I'll kill you for this, whore! You first, while our daughter watches. And then I'll kill her, just for the crime of being female!” The rage he felt as he died was a palpable entity!

(Make a DC 16 Will save. If you fail, you must attack the closest female using all of your capabilities to kill the target. This lasts for 1d4 rounds, or until the target is slain. This is an effect like dominate person, which is an enchantment (compulsion) effect with the mind-affecting keyword. Any bonuses or penalties that would apply to those effects apply here.)

The Stricken Family:

None. See, here's the thing - while the other haunts are personal, this one is formed by all of the spirits haunting the manor. The other universal haunt, The Worried Wife, is more keyed to Kasanda than any of the others, and is able to evoke the dread she was experiencing leading up to confronting Vorel. This one, though, is clearly more overt than the others, and affects anyone inside the room. Therefore, there's not a single handout to give to the PCs - they start up the haunt through their own actions, and experience it at the same time.

Suicide Compulsion:

You have killed her! By the gods, you have killed your Cyralie! Monster, she called you, as she tried to burn you and the house, like she set the servant's quarters ablaze. And perhaps a monster you have become. You put a hand to your face, and feel the cancerous growths. He has been in control. He forced you to kill your wife. He was the one that used his sorcery to redirect the fire's flow to her. He was the one that set her ablaze. He was the one that shoved her through the window.

You realize this now. That's why you ran from the observatory. For the first time in months, you are free of his corrupting influence! As you ran, you heard his raging bellow behind you. “Who are you to escape me?”, he thundered, and he was upon your heels in a moment. You fled for the front door, but as you cleared the stairs to the upper floor, you knew escape was impossible. You turned for your bedroom, racing through the gallery and slamming the doors to the room shut behind you.

“No way out!”, he cackled, and the doors buckled with the force of his blows. “You will be mine again!” You feel him already, taking control again. In a matter of moments, you will be Vorel's vessel again. You don't have time to make it to the window. But you can make it to the desk. There, on the edge, your dagger! You have time for one last act of defiance.

Your last thoughts are your children. Sendeli. Zeeva. Aldern. May they forgive you for everything he has made you do.

(Make a DC 15 Will save. If you fail, you move to the desk and pick up the dagger, preparing to do a coup de grace upon yourself. This will automatically do 2d4 plus twice your Strength modifier in damage to you. You will then need to make a Fortitude save with a DC equal to 10 plus the damage you just dealt. If someone attempts to stop you from killing yourself, you instead make a single attack against that person versus their flat-footed AC. If you hit, it is automatically a critical hit, dealing 2d4 plus twice your Strength modifier in damage, plus 1d4 points of bleed damage.)

Plummeting Inferno:

There he is! He wears a hood, but your husband cannot hide his deformed face from you. “No more, Traver,” you say, your voice breaking from the exhaustion you feel. “This all ends tonight. The madness that has taken you over – taken over this place – it will be fuel for the fire.” You thrust the torch into a chair, and the fire begins to feed upon it. “This place killed your great-uncle and his family. I won't let it kill ours.”

“What are you doing, you incompetent whore?”, he bellows, pulling a long knife from his belt. “Damnable woman, you're just like Kasanda – you don't know what you are meddling with!” He slashes at you with the blade, but you keep him away by thrusting the torch towards him.

“Listen to yourself, Traver!”, you cry, backing away, watching the flames begin to consume the rug in the center of the room. “You've gone mad! Please, let me help you! Put down the blade, and we can leave this place, never to return!”

“Leave? When I am so close to finishing what I started so long ago?” Your husband laughs a cruel laugh, and slashes at you with the blade. Again, you leap away, but it was a feint. He chants some words that echo with power, and the fire begins to dance to his words. With a gesture from his free hand, the fire engulfs you! You stagger blindly as the flames begin to devour you, Traver's name upon your lips as you beg for mercy. The water! It is your only chance! You leap through the stained-glass window. The fire has burned away the nerves on your skin, so you don't feel the glass tearing your flesh as you crash through onto the roof. You slide down the slanted roof and plummet over the edge. The manor shrinks above you as you plummet to the darkness below. You land hard on the rocks several hundred feet below, and your body crushes at the impact. You die instantly – a mercy, compared to the inferno you had become.

(Make a DC 16 Will save. If you fail, then you feel compelled to leap through the intact stained-glass window. I'll take it from there. If you succeed, you still feel the urge, but you can beg someone to restrain you.)

Unfulfilled Glories:

Ah, the life of a wanderer! The world is filled with a trillion wonders, and a man could live a thousand lifetimes, and never see them all! You remember your first sea voyage vividly – a trip across the Inner Sea from Cheliax to Thuvia. You were a minor attachment to a powerful Chelaxian dottari who wanted to purchase a vial of the sun orchid elixir. It rained the whole way there, but if you hadn't been at the rail on the third day, you wouldn't have seen the sea serpent crest the waves a hundred leagues away. Nobody believed you, but that didn't matter – you had seen it, and that was enough.

That was only the first of many travels. The dusty tombs of Osirion. The enchanting operas of Taldor. The stoicism of the warriors of Lastwall. The savage beauty of the Mwangi Expanse. And Absalom! Ah, Absalom, the City at the Center of the World! No place in the Inner Sea could ever hope to match its splendor!

But that was over a decade ago. You had settled down with your wife, back in your homeland of Varisia, and were determined to start a family. That meant sacrifices – no more wandering, no more travels. Someone else would have to negotiate with the rajahs of Jalmeray to ask for entrance to the Kingdom of the Impossible, someone else would have to arrange to sneak into the isolationist island enclave of Hermea, the utopian society. You, however, would become a father to three children – two daughters and a son.

More travels assault you in flashes. The hideous beasts of the Worldwound, crawling out of the hole in the world. A land frozen over in ice, ruled by the daughters of an immortal witch queen. The technological marvels that lumber about in Numeria. The oppressive society of Nidal, its people kept safe during the long climb back to civilization by the dark god, Zon-Kuthon. The Horde of Belzken, bristling with the orcish horde, barely kept back from rampaging upon the civilized people of the world by their own destructive natures. The Eye of Abendego, the massive hurricane has swirled off the coast of the Sodden Lands since Aroden's death a hundred years ago, and the secrets it keeps in its eye. All these travels – and not a one of them is yours. No, your lot is to spawn, and to die. It took her two tries before that shrill harpy was able to produce an heir, but she finally got it right the third time. At least your bloodline is assured, but how much have you missed? What wonders could you have found, what secrets could you have learned, had you kept wandering? Why did you ever settle down? What have you done with yourself?

And what can you do to fix it?

(Make a Will save DC 14. If you fail, you take 1d6 points of Wisdom damage.)

Origins of Lichdom:

You slip the chime back into your pocket, and quietly push the door to your husband's workshop open. There is a stench of decay in the air, of mildew and something else, something acrid. He is not here, however, so you begin to look around. One of the books on the workbench is open, and you read through its worn pages. Your husband's hand is unmistakable.

The text is shaky at times, and the terms he uses are occasionally indecipherable, but there are large portions that become clear to you as you read. He's written long treatises on two people – Arazni, the Harlot Queen of Geb, and Socorro, the Butcher of Carrion Hill. Their names are disturbing, but unfamiliar to you. They had both performed rituals of some sort, and your husband was looking to them to find commonalities. “In both cases,” he writes, “there are many differences, but a few things remain constant. A receptacle. A potion. A lengthy ritual, one that requires considerable magical power and impeccable attention to detail. Failure at any moment would be disastrous.”

What follows are several pages of metaphysical jargon that you fail to understand, but the intention is quite clear – he has spent years learning what steps he needs to take to replicate this ritual, and carry it out himself. A veritable laundry list of fantastic items take up several dozen pages, almost all of which are crossed out. Nine remain – four are names of monstrous creatures, and a long academic-sounding name next to it: treant, roc, sphinx, kraken. Five are amongst a list of unusual reagents: scorpion venom, vampire's breath, deathwing moth tongue, belladonna, the heart of a poisoned maiden.

The last page is written in triumphant script. “At last! The great work has been completed! Arazni! Socorro! I follow in your footsteps! Tonight, Death itself shall be denied! Tonight, I take my last step in this world, and my first in the next! Time shall have no meaning to me. Death shall have no claim upon me. I shake off such concerns as morality and humanity. I will be reborn in glorious undeath!”

What has he done? You race down to his underground laboratory, finding the door locked. He does not answer your cries, so you pull the chime from your pocket, and ring it. The door opens. You prepare yourself for the confrontation.

It is too late! You must find Lorey! You get her safe from here!

(Make a DC 14 Will save. If you fail, you know that your husband has succeed at his blasphemous ritual, and must flee upstairs at top speed to find your daughter and rescue her.)

Ghoulish Uprising:

“For you.”

“For you.”

“For you.”

Over and over, that's what you say. Your limbs ache, your throat is dry with thirst, your fine clothes are sweat-soaked and covered in dirt and grime, but you keep at your task. You lift the pick again. Your arms protest, but the thought of her gives you strength. “For you,” you cry again, and strike at the stone with the pickaxe.

The stone yields to you, just as you know she will. You sigh as your toil has paid off, but you notice that there is not just darkness beyond the hole. A stench of rotting flesh reaches your nostrils, and a dozen decaying arms reach through the hole, pulling the hole wider. You stand there frozen as the creatures reach for you. They grab you and drag you down, down into the dark with them. You look back, and see her a few steps away. She saved you once, back when the goblins attacked and killed your dog. They had torches with them. Just like Mommy did.

Something is happening to you, down here in the dark. You are changing. The weak-willed boy who was orphaned is dying. You are becoming something stronger. Something confident. Something better. You will claim her. She will be yours, just as you made Iesha yours. She will know that all of this that you do...it is for her. You send your minions out after her. They will bring her to you, so you will be together for all eternity and live underground happily ever after. The end.

(You think you are being attacked by a pack of ghouls. Make a DC 16 Will save. If you succeed, you shake off this vision and regain your senses. If you fail, the ghouls grab you and tear and bite at your flesh. You take 6d6 points of damage, Fort save DC 16 for half. Additionally, if you fail, make a DC 16 Fort save. No reason. Honest.)

Vorel's Legacy:

There! The shadowy fungus! You have seen it before. It is the last remnants of your mortal form! If you feed upon it, you can reclaim your lost essence! You can finally take human form again!

(Make a DC 14 Will save. If you fail, you are under a suggestion to eat some of the black fungus. This is an enchantment (compulsion) effect with the language-dependent and mind-affecting keywords, so any bonuses or penalties that apply to these effects would apply here.)


Digital Mystic wrote:
I am not sure I understand there Askren. Each has a white square that you can use (sort of) to size it correctly on a roll20 map grid. If you can explain the issue to me, perhaps I can edit it some and make it work better for you.

I work with Photoshop professionally, so while I could "fix" all of them, it would be a lot of patching work and I just don't want to do it.

The problem lies in the fact that;

A. The maps as a whole are not constrained to a grid. Meaning a lot of rooms aren't regularly sized. A room that should, according to the official version, be 2x2 squares, is not, it's more like 2x1.5, and the walls are skewed. So either you fix the scale so those rooms are off, or you fix it so those are right and other rooms are off.

B. The white "scale" square doesn't list it's own dimensions, so trying to match it as close as possible can be done, but you'll find that it's not actually matched to the grid the map is, so you still have to align the whole thing once you eyeball the scale.

It's fine for printing, I guess, but for digital use like Roll20, it's useless, because the actual data bits of map-making are just not there, and those are kind of important for people to be able to import and use the creations.

So for map makers: Provide a scale, please. When I make maps, I do it so it's always either a 150x150 or 75x75 pixel grid, and it will always match to that. This is for everyone's convenience so no one has to go through the effort of fixing it.


Oh my, that is not good. I understand now. Thanks for clarifying.


My vt maps are always at 200 dpi a 1 inch square is always 200 x 200 pixels


Askren wrote:
Digital Mystic wrote:
Oh my goodness! I just stumbled across these AMAZING works by David Hemenway / Hero339 over on Deviant Art. ....
The only problem I have with these is that he doesn't seem to work constrained to a set grid in Photoshop, which means when trying to set them up on an actual grid like in Roll20, you'll find that a lot of rooms and walls aren't drawn to fit.

I just dragged the Catacombs of Wrath image into my Fantasy Grounds folder, then opened it up and put a grid on it, and it seemed to line up without any problem. The white "scale square" isn't aligned to the rest of the grid, which does seem a bit odd, but all the rest of the map looks perfectly aligned. According to Fantasy Grounds, the scale for this one is 100x100.


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Alrighty! I've got a whole bunch of maps that I feel are finished and ready for sharing. These are all chapter 4 maps. My players are just finishing up chapter 3 so I got a head start on some of the maps I couldn't find. Some I did find ones but I redid them for fun.

They're all 70x70 pixels per square, perfect for Roll20.

Raid on Sandpoint
Mill Pond - 32x30
Two Knights Brewery - Beer or Death - 25x25

Journey to Jorgenfist
Ogre Cattle Rustlers - 35x35

Jorgenfist
Jorgenfist - One huge image, 78x96
Jorgenfist - Split into 4, 39x48 each image
River Caves - 45x29
Longtooth's Cave - 44x13

If you find these useful and would really like to thank me, feel free to help me get a Mentor subscription to Roll20 so I can start writing some API scripts! You can do so by going here. Much thanks in advance!


Callum wrote:
I just dragged the Catacombs of Wrath image into my Fantasy Grounds folder, then opened it up and put a grid on it, and it seemed to line up without any problem. The white "scale square" isn't aligned to the rest of the grid, which does seem a bit odd, but all the rest of the map looks perfectly aligned. According to Fantasy Grounds, the scale for this one is 100x100.

Yeah, the Catacombs was useable, I think the one I had most issue with was the Glassworks map. That one just kind of threw me for a loop when trying to get it set up. I haven't tested all of them, so I just assume they all follow the same general principal.


Digital Mystic wrote:

Oh my goodness! I just stumbled across these AMAZING works by David Hemenway / Hero339 over on Deviant Art. This is just STUNNING! I think that Glassworks may be even better than Tintagels already awesome map! I want to send him a message letting him know that I linked it here, but I cant seem to figure out my Deviant Art psw lol. Anyway... Show this guy some love and perhaps he will make some more amazing maps!

Swallowtail Festival

Rusty Dragon

The Glassworks

Glassworks Basement

Catacombs of Wrath

These maps are really fantastic thanks David for his work (let's hope you'll help the community with some other masterpieces) and Mystic for the discovery


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

@ Misroi: Thank you very much for those haunt descriptions! I have two (!) RotR groups, both still in Burnt Offerings, so these will prove useful in the near future.


Askren wrote:
Yeah, the Catacombs was useable, I think the one I had most issue with was the Glassworks map. That one just kind of threw me for a loop when trying to get it set up. I haven't tested all of them, so I just assume they all follow the same general principal.

Yeah, you're right about the Glassworks map. The problem here is that he's rotated the map to put North at the top - which is a fine idea - but he hasn't rotated it accurately, so the walls that should line up with the cardinal directions don't. Even if you rotate it yourself (it's out by about 12 degrees), then everything is wonky. It's a shame, as it's a beautiful map.


Thank you for all these fantastic work.
I downloaded Nualia's diary and added some entries.
Now my only fear is that players will hate Sandpoint and will do nothing to save it! :O


If they start to hate Sandpoint, you should play up the influence of the Runewell. Perhaps have some NPCs talk about how that time was a dark period, where people seemed to be acting against their natures. You might mention the "suicide" of Amiko's mother (because the game itself doesn't do a good job of telling you about it anyway), and perhaps have some other NPCs mention other out of character things that people did during the Late Unpleasantness. Most of the townsfolk would have just chalked it up to fear of the Chopper, but perhaps Ilsoari Gandethus, Madamme Mvashti or Risa Magravi (or one of her daughters) might let the PCs know that there was some evil mystical influence on the town at the time.


Thanks DM,
I was actually joking, because PCs are already very involved with Sandpoint and some of its citizens.
The strongest bond is between the half-elf druid and Shalelu: they are married for about 2 years and have a child.
The Varisian gipsy (a homemade mix between rogue and bard) is also a close friend of the Sheriff and the ranger is native of the region.
But I think we'll see some very interesting developments. ;)

However, I'll keep in high regard your suggestions, they're making me thinking about great ideas!

PS: sorry for my poor English, writing in this forum is the best exercise to me but it's also a great challenge (to you to read! LOL!).


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Samirah wrote:
PS: sorry for my poor English, writing in this forum is the best exercise to me but it's also a great challenge (to you to read! LOL!).

Q: How do you recognize a non-native English speaker on the Paizo boards?

A: They use proper grammar and spelling and their posts are coherent!

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

It's true. English is my second language. (My first is bad English.)


I knew I was in the right place.


http://paizo.com/threads/rzs2i3wa&page=14?Community-Created-Stuff#695

Is this the last update of this list of everything?

http://paizo.com/threads/rzs2i3wa&page=19?Community-Created-Stuff#920

And this is all the maps?

Edit: Also praise to Misroi as those descriptions are amazing


Has anyone seen or made maps for chapters 5 and or 6?


RMcD - My post on page 19 contained all the maps I had found that were still working. Some have disappeared into dead-link-space. There are a few more that have been published since then however. all should be on that page or this page.

Nynphaiel is working on a new link post for all the other info I believe. There is a good deal that has been created since her last post, soyou may have to dig through the last five or six pages to root it all out.

Azrael - No one has made maps for chapters 5 and 6. I have one or two that I have done, and I will be cracking into chapter 5 with my group here very soon so I will end up making a batch of maps for that also. As soon as I have them done I will begin posting them here.


Azrael3886 wrote:
Has anyone seen or made maps for chapters 5 and or 6?

I'll be working on some soon as my players get closer. We just started chapter 4.


Thanks. My group is tearing through the tunnels beneath Jorgenfist.

DM - Thanks for your map contributions! My players have been really impressed by the quality.

Im planning on using some really low quality scans from the book. I look forward to your work all the same!


Are there any nice community-made battlemaps for chapter 6? The map for the final battle in the book fails to impress upon the players the scale of the place in the up/down direction.

The Exchange

DM . I am generally a freak about laptops computers e.t.c. and i don't like any of it touching my tables.. do you mind if i cut and grid your maps to printable layers? i will share of course :) BTW THANKS FOR THE sandpoint npc cards guys ! they were really helpful! ( printed , cut , glued and sleeved XIXIXIXI )

i will also start making a list of everything i use so people that are old-school like me can thank you all !


Hi all, I have a question for my campaign. What kind ore mines or gem stone mines could be found in the interlands?


Drizz I am fine with you printing my maps. I hope you and your players enjoy them.

Johan, I think this is the wrong place to ask the question. This thread is for community created content and whatnot. And, furthermore, I have no idea what type of mines would be found there.


Quote:
Hi all, I have a question for my campaign. What kind ore mines or gem stone mines could be found in the Hinterlands? - johan claeys

The Devil's Platter is a limestone escarpment. Calcite is the most common gemstone found in limestone. Others that can be found: Amethyst, Rose quartz, Tiger's eye, Chalcedony, Carnelian, Agate, Onyx and Opal.

If there is copper in the area then you could also find Turquiose, Malachite and Azurite.

Petroleum reserves are often found in limestone.

I couldn't find any specific minerals or gem stones that the hinterlands are known for.
----
Pathfinder doesn't have a set resource locations from country to country as of yet, so you kind just have to make it up.


Back with a few more Chapter 4 maps! All of these are sized perfectly for Roll20 (70x70 pixels per 5ft square). On to Chapter 5 soon!

Part Three: Into the Valley of the Black Tower
Watchpost - 30x30
The Black Tower - 16x31

Part Four: Under Jorgenfist
The Pit and Caverns - Split into 4 for Roll20 upload limit. 46x34 each, 92x68 total

Part Five: The Ancient Library
Jorgenfist Library - 61x37

I keep learning and trying new techniques, any feedback on these new ones vs my old ones? Notice any errors or inconsistencies? Let me know.

Like what I'm doing? Feed my addiction and help make me a Mentor on Roll20!


Had a lot of extra time on my hands so I also did Lamashtu's Shrine. Check it out here.

Grand Lodge

this is all marvelous


Your Lamashtu's shrine is better than mine! Love it Threelite!


Digital Mystic wrote:
Your Lamashtu's shrine is better than mine! Love it Threelite!

Thanks! The only reason I decided to remake it is because I was having trouble fitting yours to a grid, and I'm really picky about it matching perfectly. Plus it sounded fun.

Anyway, I've done a couple more for Chapter 5, more to come...

The Dragon's Lair - 59x22, did 2 maps; one showing the hidden ramp and another without.
The Sihedron Circle - 29x20


So many thanks to all of you! I am using these beautiful maps in my ongoing RotRL campaign, much to my player's delight! I hope to see more beautiful artwork, my own maps are just standard DD3 I am afraid. These are gorgeous!

Salutations from a grateful DM :-)


Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber

Misroi, thanks for the writeup of the haunts. I used them in todays game, and while reading them took a while (I didn´t find the time to translate them, and used them in english. My players all know english, but it didn´t make it easier for them), it was an addition that gave the haunts much more depth.

And I took the maps (I think from threelite) and the stained-glass windows that are linked somewhere here as well. Thanks, guys, for making my game so much better for it.

Great stuff, my heartfelt thanks to all contributors.

Liberty's Edge

To all of you, thanks! Thank you for all these goodies. Thank you for all your creative energies and all your archiving efforts. Thank you for elevating all our games!


Wow. 1000 posts! Amazing. I thought it would be appropriate to celebrate the 1000th post by linking a couple of maps!

The Scriblers Lair.

The Sihedron Circle.

The Dragon's Lair.

I just want to take a moment to say that I am constantly amazed by the quality and quantity of amazing work put forward by the community to support this AP. The creativity, generosity, and love of the game that so many people show is just astounding. These things have helped many people transform their game tables into an event to remember.

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