Strife2002
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Pg. 3 - Where on Golarion?
Steel_Wind discovered an issue with Arwyll Stead's location as it's described in this section:
So I was considering on integrating in Arwyll Stead into my Giantslayer campaign, when all manner of difficulties presented themselves with doing so.
Never mind the main plot, my problem is where the hell to put Arwyll Stead.
So it's time to be a bit pedantic here, because the overwhelming majority of the time, Paizo gets its topography right as it builds on to the MASSIVE imaginary land of Golarion. But this is not one of those times when it comes to Arwyll Stead.
The shifting locations and topography of some of the settlements and geography in this area - and even the name and length of a river - are inconsistent and require revision at some point.
Here's how we get to the (pedantic) problem...
On the original map of Golarion in the 3.5 Campaign setting, the River Esk and the Kestrel rivers do not exist. The Path river stops a good deal short of where its headwaters are now drawn.
Fast forward to when Belkzen was first detailed in the AP line - and we find it the subject of an article in Pathfinder #11 - Skeletons of Scarwall in an article by James Sutter. A map is included in that article, and both the Esk and Kestrel Rivers are added to the geography as depicted in the Map of the Inner Sea Region that came with the 3.5 Campaign Setting.
At the time of Skeletons of Scarwall, Freedom Town is not located on the branch of the Path river at all, but appears to be in the plains, beyond the borders of Lastwall and not quite in Belkzen proper. A sort of no man's land. It's described as such, too.
By the time of the Inner Sea Map Portfolio, the Path River is redrawn again, this time to go right by Freedom Town which is no longer in the plains, but the town is moved to the shores of the newly drawn and lengthened Path River.
Giantslayer Vol #2, The Hill Giant's Pledge concurs with the placement of Freedom Town on the borders of the now lengthened Path River. Belkzen, Hold of the Orc Hordes concurs that Freedom Town is within the boarders of Belkzen, but omits any reference to the river on the area map in that product. However, on the map of the town included in the same book at page 24, a map of the town is provided and the name of the river changes from the "Path" to the "Aren".
Daughters of Fury changes the topography again, by placing the town further up the headwaters of the now lengthened Path River. Yet somehow, Arwyll Stead is clearly described in the appendix to Daughters of Fury as being within the borders of Lastwall. Problem is, Freedom Town -- which is closer to Vigil, indeed, only two days ride from the town, is not within those borders. It's in Belkzen and this is discussed in the context of the politics of Chieftain Uldeth and the Empty Hand in Urgir.
So, one (or more!) of these things is wrong, or alternatively, the borders have changed and some event has brought peace and Order to Freedom Town. That would be a definite violation of a basic premise to Golarion's design where events in a given AP are not assumed to have happened and the mutually independent "Theme Parks" of each of the stores in the world have not happened and all is "at rest".
Problem is, the map in Giantslayer Vol 2 clearly tells us that Freedom Town is in Belkzen and beyond the borders of Lastwall. Indeed, the criminal scum of Freedom Town play a role in the 1st volume of that AP and its location within Belkzen is noted.
So, all by way of saying, I must conclude that this map of "where on Golarion" Arwyll Stead is located is messed up and just wrong.
Arwyll Stead needs to be closer to Vigil and on the Path River, or the Aren, or whatever the hell you want to call it - just near Lastwall's border so as to leave Freedom Town beyond it within the borders of Belkzen, as also depicted in Giantslayer, Curse of the Crimson Throne and Belkzen, Hold of the Orc Hordes.
I suggest Arwyll Stead should be properly located on the Aren River (that name makes sense for that tributary), located essentially in the area under the letters "F" and "r" in the word "Freedom Town" on the one part Inner Sea Poster Map.
Strife2002
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Pg. 19 - Beyond Arwyll Stead
In the Travel Time paragraph, determining rate and distance of travel on the map on page 20 is made difficult because there's no scale listed on the map, and there aren't any "squares" as described in this section to use as a reference.
However, Owen K.C. Stephens chimed in on this:
The only information we really have to go on is that "it may take several days for the PCs to gather all the homesteaders from around Aywll Stead."
and
"This little house sits on a level field about a half-mile from the road." (For D6, Grev's Homestead).
So if we assume thew 1/4 inch spur from the main road complex to the D6 marker is 1/2 mile, that gives us a scale of 4 miles/inch, or roughly 2 hours of travel per inch if on foot. That looks to match both the idea that these are semi-independent settlements outside of town, and that things like the traitor's camp are far enough away to prevent being casually discovered by folks around Arwyll's Stead.
Strife2002
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Pg. 35 - Yvogga stat block
Yvogga has sleep counted among her 1st-level summoner spells, which summoners don't get access to. This affects her tactics. Make the following changes:
- In Yvogga's 1st-level summoner spells, replace sleep with a spell of your choice.
- In Yvogga's during tactics section, second sentence, change "casts sleep on the strongest PCs" to "tries to activate her scroll of sleep on the strongest PCs."
- In Yvogga's combat gear, add a single scroll of sleep. Keep in mind she'll need to succeed at a Use Magic Device check to activate it.