Ever since Paizo announced the wild ride that would prove to be Gatewalkers, I’ve been dying to run it. A group of people pulled together by weird shit and bounced around the universe to completely new locales? Sign me up! Happily, the crew I stream with on D20Saves was also eager to play it, so I had a ready-made crew!
One downside of running a brand-new AP is that you don’t have many lessons learned from the community to help you out. Therefore, I decided to document my thoughts about the AP, which might help GMs considering it but haven’t started it yet. So, the first part of this post will be about the stream, and the second half will be more GM and prep focused. Spoilers will run rampant in the second half.
Stream
The stream will be every other Wednesday (7:30pm EST) on D20Saves and features most of the crew from our sister stream, Fists of the Ruby Phoenix.
The cast (in alphabetical order, by class):
Dr. Bjorrlbr Wat’Zin, Grippli Cleric of Arazni (@DicePorn)
I can say from a wealth of personal experience that this is a great group to run with: Knowledgeable as hell, but not afraid of just relaxing and having fun with how the story plays out.
You can watch the first episode of Gatewalkers here. I’d embed the video, but apparently, we classify as adult content. Maybe one too many f-bombs? At any rate, in Episode one, the PCs receive a letter from an academic asking them to join him in researching mysterious gates that opened across Golarion some six months ago. This disparate crew is especially motivated since they all went through said gates but returned three months later with no memory of what happened while they were gone…
The GM stuff (SPOILERS BEWARE, PLAYERS GO AWAY)
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Okay, you’ve had plenty of time to leave. Here there be spoilers.
While prepping this book, I realized this was a packed AP. I’m no stranger to running Adventure Paths, but the content in the first chapter is usually light: The players get to know each other, the GM gets a handle on the world, and you have a few mild encounters to set the mood. In GW? You do a whole investigation, AND you go through a dungeon.
It doesn’t seem to drag, though. There’s always something pushing the players forward, so hopefully, they won’t feel like their level is too delayed. Even so, I got a new shirt to add to my collection.
They say this to me even when I’m not the one GMing.
Another thing that the AP feels like it’s missing is the players meeting each other. To be fair, most APs start with the PCs having minimal reasons to know one another, but in this case, you start on the road, heading toward your first assignment with someone who just hired you. I started the game slightly earlier, giving each player a letter from Dr. Ritalson. The handout:
"My name is Dr. Etward Ritalson, formally of Lepidstadt University. We have more than a few things in common, starting with a particular jaunt through a mysterious portal. While some are content to forget the whole matter, I cannot let such an intriguing (and personal) mystery rest! As such, I have taken a sabbatical from my duties at the University and have dedicated myself full-time to unraveling the missing moment.
"I am reaching out to those who had a similar experience in hopes of putting together a research team. There's too much for one man to do alone, and more minds always make for a better thesis. I have enclosed funds for travel. Any Lodge should be able to teleport you to the Vodavani Lodge or perhaps even the University. The hazard fee is included in the sum reserved for you, so please don't let them upsell you!
"My office is just outside of the University grounds. Anyone should be able to lead you to the office for the Illuminated Consortium of Epopts. I look forward to the work we shall do together!
"Sincerely, ER"
This gave the players a chance to talk about their background, roleplay getting to a lodge (mostly handwaved, but it was amusing to see the differences between all of them), and then give them a chance to meet each other before the Good Doctor (who was out for a few days). Looking ahead to book three, it appears that Dr. Ritalson has a manor in town, complete with staff, so it might be a chance to let the crew get to know some of those NPCs.
The biggest challenge I think the AP will have? Having the players not twig to what’s really going on too early. Already, one jokingly said “X is the behind it all.” I now have book three in hand and… he isn’t wrong.
Anyway, those are my thoughts so far on Gatewalkers. I highly recommend it as an AP, though maybe not if you’re new to Pathfinder, due to deviant abilities and all the jumping around in the world.
When Paizo announced that they were releasing an Adventure Path set in the Crown of the World, my first reaction was to squeal MIMMIFS and immediately recruit a group. Let’s just say I’m super into a campaign where mammoth races could potentially be a thing.
The group
Because people will ask, the group make-up was:
Human Gunslinger
Orc Monk
Human Alchemist
Orc Battle Oracle
Elf Fighter
We opted for monthly play because everyone involved tends to be busy, and bi-weekly slots are precious. Only one person was new to PF2, and everyone had significant experience with TTRPGs. Hell, a few of them had even played in a wilderness campaign before.
The set-up
I decided to run this game with Automatic Bonus Progression, because it takes the pressure off of me as a GM. It means I don’t have to worry about players getting runes at the right time in order to keep balance, and they can save their cash for more interesting options.
I didn’t use Free Archetype because the AP didn’t explicitly recommend it, and none of the players were clamoring for it.
Otherwise, I had no limits, outside of anything tagged Unique. If it’s printed by Paizo, it’s up for grabs.
And… I decided to try something new.
Speed run!
I love the idea of running APs in non-traditional ways. While I still enjoy (and default to) running them as written, I’m drawn to the idea of mucking around with them. For this game, I pitched an idea to the players: SPEED RUN.
Rather than start at level one, players would start at the max level for that book. So, they start the game at level 3, at the start of book 2, they’ll be level 7, and at the start of the last book, they’ll be level 10. My hypothesis was that the players would blast through the first half of the book, but by the end, will be appropriately challenged.
I wasn’t doing this just because I could. My biggest concern with the game was that we could only play once a month, and one player was in a drastically different time zone, so would be staying up until WTF o’clock to play with us. I wanted to keep things moving at a decent clip without taking two years to finish one book. I considered streamlining the AP, but this can be tricky: Sometimes, that innocuous encounter comes up again later, so if you skip it, you could end up having to frantically backfill content.
I already spend enough time prepping. I don’t want to spend even more time re-writing.
In the end, it played out just how I thought: Players raced through the first two chapters, but by the last chapter, were appropriately challenged. This does mean players don’t get a chance to get used to their classes over time, though, so I’d only recommend it for a group with some experience.
So, how’d it go?
Warning: After this point, I will be spoiling with unfettered glee. Abandon all hope of a blind run, and that includes my players.
The book
In this AP, you play as members of the Broken Tusk tribe. The players are at the cusp of being accepted as official scouts, whether they’ve been with the tribe their entire life, or only the past few months. The main conflict is facing off with a rival tribe that they were once a part of, who have, quite frankly, lost their god-damn minds.
When Paizo said that this was a wilderness campaign, they were not joking. There are no towns, encampments, other tribes, magic shops, ANYTHING you can trade with during book one. You do find treasure, but if your group is loot hungry, it won’t be enough to satisfy them. Yes, crafting is a thing, but you spend much of the AP literally on the run. There’s no downtime to speak of, unless you want to risk coming face to face with your rivals.
While there were lots of fights, there were also lots of opportunities to solve conflicts peacefully. Nearly every encounter included a chance to recruit members to your following (something that becomes important later), or to walk away without a fight. If you have players who are always looking to avoid coming to blows, they’ll have lots of chances to stretch their social skills.
What’d the players think?
The players seemed super engaged with the plot, and quickly caught on that they were going to have to take the wilderness part of the story seriously. They also all agreed that without ABP, they would have been struggling.
Also, they hated, and I mean HATED, the personal antagonist. While the Burning Mammoths are the real danger, the face of them throughout the book is Pakano, a jerk from your tribe who defects to the enemy. Something about this NPC rubbed them the wrong way, and the normally peaceful PCs were thirsting for his blood. In fact, one told me that his eventual death didn’t feel badenough.
My thoughts
Personally, I think this is an awesome AP for anyone who’s up for the challenge of surviving in the wild and living communally. The only issue I had was that there was no motivation to explore, since you were being chased. Okay, the Burning Mammoths are way behind you and quite a bit slower, but the pressure is still on. One encounter was so far out of the way that I couldn’t imagine a group ever going that way, unless they were extremely cocky or obsessive completionists.
Even with ABP, loot is still very low, so if you have a hungry group, I’d recommend planting a traveling merchant somewhere, or establishing a crafter in the following who can provide certain items. You may even want to tweak the rules to make crafting on the run easier to do.
I didn’t push hard to get players to grow the tribe, since in this book, it’s not super important. They passed over a few encounters where they could have recruited someone, but this was mostly because they were focused on the task at hand. Having prepped book 2, though, I know I’m going to have to push them to get more people to join up. In fact, I’m going to put a rough counter on the start page so we can all keep track.
My recommendations
Automatic Bonus Progression, in case you missed that
Figure out crafting and/or shopping
Make sure players have their skills covered. There are lots of skill checks in this AP.
If no one is playing a healer, plan for that (or let the bodies hit the floor). Maybe a healer in the tribe, or a steady supply of discount healing potions?
Next book!
I just finished prepping Book 2, and I’m stoked. It has a small dungeon crawl (it’s Paizo, there always has to be at least one), and so many more opportunities for exploration and roleplay. If your players were annoyed by being chased, rest easy, because the Burning Mammoths are basically stuck behind an ice wall, giving players a chance to explore at their leisure.
Author’s note: I’ve recently started a PF2 stream with a few friends on the Twitch channel Roll the Role. The premise: A crew of dhampirs with the same ‘sire’ have banded together to make coin, a name for themselves, and sort out their complicated past and future. This flashback takes place after session session 5.
Absolom seemed to be the place to start. Where else to plan but in the city at the center of the world?
Anna dismissed her driver, sending her off with some coin and a glowing reference. The Kellid woman seemed relieved to go. Ever since taking the position, she’d had nightmares and had been growing ever weaker. Her once ruddy complexion had become sallow and pale. Obviously, traveling in this soft, hot land was taking its toll on her.
Obviously.
Anna set up in a small apartment her father had set up for ‘business.’ As the business was less than gentlemanly, it wasn’t a part of his holdings that the rest of the family knew about. She could remain there unperturbed… mostly.
Lucia kept to herself, mostly hovering in corners, watching Anna sort through papers. She sometimes offered a morose comment, but she was hardly one for conversation. Left to her own devices, Anna noticed that the spirit tended towards household tasks. She even took to braiding Anna’s hair, which was just as well: It wasn’t as if Anna could hire a proper staff.
Still, it was curious, and a clue. Had the spirit been a lady’s maid?
Whatever she had been, a conversationalist she was not. Anna was never overly social, but her time at The Acadamae had given her a taste for company. She found she regretted not doing more to bring back poor Everett, and missed the uneasy banter between herself and Maizon. She wondered if he had made his way to the Magaambya. Perhaps she could visit… but no, that would be too much of a distraction. Besides that, she had read up on the arcane college’s moral bent. She doubted her research would be welcome there.
She sighed. It was a pointless train of thought, at any rate. While she hadn’t been explicit, Maizon was no fool. He realized what she was, and had left as soon as humanly possible. Anyone who realized would quit her company out of ignorant fear and, she had to admit, valid concerns.
She ran her tongue over her sharp cuspid, and an idea came to her. Mortals would flee, but if they were like her…
Her father said little about her condition, save that it was an unfortunate side-effect of his attempt to break the family’s curse. He would obliquely mention a visitor, some sort of expert, in unguarded moments, but if she pressed, he would change the subject. She moved to a trunk that she had yet to unpack and opened it. She hadn’t packed much when she left, but she did take what couldn’t be replaced: The LeClerche registry and journals.
It was the custom amongst the noble class to keep track of who visited the estate, when, and for how long. After all, one never knew when a biographer might see fit to immortalize you, and you would want to prove that you had hosted illustrious individuals. More practically, it allowed the house staff to prepare for a returning guest.
Anna flipped through the leather bound journal, scanning until she got to her birth. No, she knew all these names… family, clergy, healers. Back further, then. Few visitors during her mother’s confinement. A dinner party with cousins. A visit from some of father’s business associates. And then…
She found it. Her blood turned to ice.
Julian. A viscount, with a family name she can barely make out. He stayed for a month, so obviously a traveler from far. That month? Nine months before her birth.
She did some quick mental math. A human pregnancy is 40 weeks, but two of those weeks don’t count. Her mother may have already been with child when he arrived… or Anna may have arrived early.
She stared at the name. She had her father’s journals, but she’d never seen mention of a Viscount, nor a Julian. She’d read over the events of her birth more times than she could count on the way to Absolom, and outside of family and healers, there were no visitors. Her father had always been a voracious journaler, never leaving out a detail of leading his household. Would he have been able to resist recording such an auspicious visit?
Of course not. Not unless he wanted to hide something…
She found herself looking around the sitting room. The accommodations were lush in a way her home never was: Deep, soft fabrics, overstuffed divans, candleholders placed just so in order to give guests a lovely glow to their skin, suggestive paintings of fruit and scantily clad nymphs. A love nest for a man who, at home, was formal to a fault and never drank more than one glass of wine in an evening.
If he had kept a secret apartment, then why not a secret journal…?
She was on her feet in a second, tearing apart the desk. Lucia rose from her morose reverie. [Mistress? What do you seek?]
“A journal. One my father kept.” The spirit looked at the trunk Anna had brought with her. “No, not any of those. One that’s here. It might be hidden, or it might be out…”
It took an hour. The bookshelves were emptied, the desks and curios gutted, the walls tapped upon. Anna finally found it: A slim green volume, just like the others, with only one difference: The pages were gilded silver rather than gold. A subtle difference, but one that would stand out to one in the know. She opened it, and her father’s words stared back at her.
Met with the most unusual gentleman at Mistress Honeysuckle’s salon. A Viscount… My favorite practitioner had taken ill, so I spent the evening talking with him instead. I find myself envious of how well-traveled he is. I can barely extract myself from my responsibilities long enough to look after our interests here once a month.
She looked at the date. A year before her mother would have fallen pregnant with her. She scanned forward. It seemed that every time her father made his way to Absolom, he made certain to find time to spend with the mysterious Viscount. ‘Smitten’ was the only word she could use to describe his entries.
Nine months after their first meeting: He asked if the rumors of the LeClerche curse were true, and I confess, I was too drunk to be a convincing liar. A fortunate folly, though, for it seems he has some ideas on how to break it… He spoke of previous ‘experiments’, but I was too much in my spirits to retain details. Not that it matters. Vincent is terribly clever, and I confess, my training was scant at best.
She stared at the words for a long time. Experiment.
And she wasn’t the only one.
And her father… not a bad man. Never a bad man. But obviously pulled too easily into someone’s confidence. She suspected his favorite ‘practitioner’ falling ill was no accident. Anna never knew her mother, but by all accounts, she was a lovely and mild woman… And even if she were a shrew, she was Anna’s shrew.
Carefully, she paged back to their first meeting and started making notes. Where had the Viscount been. How long had he stayed. What names he dropped. It wasn’t much information, but it was enough, for she knew two things: She wasn’t alone, and this man had likely killed her mother and preyed upon her father’s hope. He promised a cure and left behind a monster. Well, so be it. A plan was forming her head:
Author’s note: I’ve recently started a PF2 stream with a few friends on the Twitch channel Roll the Role. The premise: A crew of dhampirs with the same ‘sire’ have banded together to make coin, a name for themselves, and sort out their complicated past and future. This takes place after session session 4.
After wishing her siblings good night, Anna returned to her room with no intention of sleeping. Instead, she opened her notebook and started to write. A journey to another world, filled with dangers but few explanations. Perhaps it was the fey? But it seemed almost too orderly for the wild folk. And the gifts they had found were of the Material world. A magical tattoo. A feast for the undead. Instructions on creating a revenant. Deadly weapons…
Almost as if someone wants them tested and armed.
She found herself flipping through journals, looking for signs of a benefactor. Enemies they had, but friends…
She stops on a page towards the front of one book. It contains one thing: A list, carefully copied from a previous journal, which itself had been copied from an even older journal. It contained only four items. She’d long ago lost track of how often she’d rewritten it, but even so, not a single item had been ticked off…
✱✱✱
She didn’t go home.
She did send word back, once she found an inn, that they were to close up the wings and admit no guests. She gave leave to the family’s butler to pull from a special fund of reserves to keep the estate standing, but otherwise, the manor would be kept silent and still, like a tomb.
She also sent the driver back, hiring a new one. After all, the man had family he wouldn’t want to leave for weeks on end. Also, he was older. She wanted someone hale, who could endure longer roads and harder climes, and… well. Just in case.
Food didn’t really satisfy Anna. Not completely.
So a Kellid, far from home, was hired. A woman, to keep tongues from wagging, but still able to move her luggage around with one arm and crack the skull of anyone who might give them trouble. She also didn’t ask questions, as long as the coin kept coming. In fact, she didn’t seem perturbed that Anna’s only instruction had been to vaguely wave east when asked where they were to go. “Give a shout when you want to stop.”
Anna stared out at the road from within her carriage. She didn’t have a plan. A plan, though, was useless if you didn’t know your goal… or what threatened you. And it was clear that the vultures were coming. Her cousin had been warned off easily enough, but could she keep everyone at bay? Her particular line of the family was small (just her, in fact), but several generations back, it branched out and spread through Golarion. Word would spread about a part of the estate being up for grabs, and it wouldn’t take long for a cousin with more guile and desperation to come calling.
She took out a journal and began to make a list of things that could secure the LeClerche estate in her name without question:
A marriage of good standing
A writ from the Emperor of Taldor
A legitimate birth
She stared at that last one, then scratched a deep line through it. That could take centuries. Betting on that sort of luck was for fools and halflings.
The shadows stirred across from her, and her fingers tightened on her pen, leaving her white knuckled. She forced her face into a placid mask and looked up. “Ah, good. I was hoping we might talk.”
She had been hoping for nothing of the sort. The spirit dredged up uncomfortable emotions in her. It had saved her, twice, possibly thrice. It had answered her call.
It killed her father.
The spirit’s form was of a woman, of an age that was neither young nor old. Her eyes were void-filled pits of shadow, and her skin so pale it was practically see through. Her clothes, dark, were tattered beyond recognition. Her hands were unnaturally bony and long, with ragged nails. The aura around the creature screamed malevolence, both pinning Anna to the spot and daring her to flee.
Anna, however, was a monster as well. She didn’t scare easily.
“Thank you,” she said, “For playing along back at the house. Cousin Preston would have been an enormous headache.”
The void studied her.
“And, of course, your help with the solicitor.” She’d already forgotten his name, again. It wasn’t important. He’d drawn a weapon on Anna, after all. He’d lost the right to a name. “And his body.”
The face floating across from her remained impassive. Time to press.
“Was that the first time you helped me?”
She braced herself, ready for her fears to be confirmed. The spirit spoke, its voice caught somewhere between a hiss and a gurgle. [Of course, mistress. We have helped before. The servant.]
Anna blinked. “Servant?”
[You were small. So small. Your mother, she had just passed. The woman, the servant, she was a lady-in-waiting, and followed the Lady of Graves. She said you were wrong. That you should be made right.]
Anna thought back. A story, told in whispers in the back hallways, caught only in bits and pieces, came to her. Yes, something had happened to her mother’s maid… “What did you do?”
[She went to fetch water. Deep wells hold many secrets.]
“Ah. Well. Thank you, for that. Good help and all that.” She barely noticed the words tumbling out of her. Her father had always called her a ‘creative’ child, when she talked about seeing things in the shadows. All this time, she had a guardian angel…
The spirit had not stopped talking. [–wanted to take you, kidnap you, ransom you. A fire took him. The parson who carried Daemon’s Touch meant no harm, but could not be allowed upstairs. His heart gave out in the parlor. A grey hound who took offense to you–]
A rather enthusiastic guardian angel. Anna held up a finger, and the spirit stopped. She had to ask.
“And my father?”
The spirit was silent for a heartbeat. [He did not mean you harm.]
“So, you didn’t kill him?”
Another silence that stretched. [Mistress, he was marked. I did not like it, but he bore the mark.]
The death was fresh in Anna’s heart. Her father was only a few weeks gone. With her research, she knew exactly what state his body would be in by this time. The worms crawl in, the worms crawl out… Technically larvae, but that doesn’t scan as well. She blinked back tears that she could not let herself cry here.
“What mark, praytell?”
[The one that draws me. The one they bear when the time has come.]
“And me. I suppose I’ll bear the mark?”
The spirit cocked its head to the side, dark caverns regarding her curiously. [Mistress, only the living can bear the mark.]
Interesting. “Did my mother bear it?”
[She might have, in time. But another took her away. Something rotten in her veins sapped her strength. I would have regretted that one, as well. Most, I have regretted.]
Something rotten in her veins. Anna ran a tongue over her cuspids, too sharp for comfort. They drove her, sometimes, to do things she didn’t wish to do. And a mark that appears… that sounded rather like something with some logic behind it, rather than mere bad luck. And this poor creature had been bound to it for who knew how long.
Rather than hate it, he felt a growing kinship with this wisp of a soul.
“Do you have a name, spirit?” It shook its head no. “Well, that won’t do. You’ll need one for the task ahead.” She added an item to the list: Revenge.
“We shall call you Lucia. Our enemies will need something to use in their laments.”
I’m a huge fan of Paizo’s Adventure Paths. I’ve run them, I’ve played in them, and I have a list of APs I want to play in that’s inadvisably long. Many players, however, prefer to run homebrew stuff, so they tend to ignore them, thinking there’s nothing for them to use there. What they may not know is that APs are often made of scenarios that you can yank out, file the serial numbers off of, and jam into your campaign.
So, what can you rip out of Agents of Edgewatch?
Important note: If you had any hopes at all of playing in AoE without being spoiled, turn away now. I'll be sharing many of the extremely significant scenarios in the AP.
Book One
Because the first book has the fewest ties to overarching plots, this is the easiest book to grab from. While every book has something to steal, this one has so many great things to snag. In fact, if you had to pick just one book to buy and rip apart, this is the one to grab.
Knight’s Marvelous Menagerie
In this scenario, the players deal with a petting zoo that’s lost its damn mind. The kicker is that the animals are being poisoned, but you could swap this out for so many things: A disease spreading through the area, some druid who’s gone off the rails, ghosts… whatever suits your plot. The end goal is to subdue as many creatures as you can without killing them and find a cure, which can easily take up a 4 hour session.
And, best part? It’s no longer necessary to kill off two adorable NPCs who are murdered off-screen. Knight and his ladylove vet can become regulars if your players are into that sort of thing.
Dragonfly Pagoda
A breakdown in worker compensation leads to a bunch of kobold contractors taking over a spa. This is a super interesting scenario where there’s so many ways players can approach it. Do they sneak past a dozen traps and try to subdue the kobold’s quietly? Do they take the side of the workers and find something more fair for all parties? Do they go in with swords swinging and leave a trail of bodies behind them?
Also, at the end of all of this, the PCs have a nice bath house! Trust me, they’ll find ways to use it when they feel like relaxing, or kicking off a little romance subplot.
House of the Planes
This is less useful as a scenario, and more useful as a super cool bar. Each room is themed around a plane. The NPCs detailed here are a ton of fun, and it would be a great place to toss players for grabbing hooks, clues, or just seeing what interested them the most.
It also introduces the owner of a local rag, which could be an interesting addition to your campaign. The newspaper plays a minor role in reporting the actions of the PCs throughout AoE, and if you have the creative juice for it, could be a fun way to give your players an spin on how the world at large might see their actions.
The Murder Hotel
As a True Crime fan, this scenario had me cackling. It’s clever, it’s dangerous, it’s creepy, and it’s based off of a real-life murder hotel. Trust me, anyone in your group who follows True Crime will have a moment where they say WAIT, I KNOW THIS ONE.
Because your PCs are the ones to figure out what’s going on once you get in there, it can be something you drop into any campaign where the players are in a reasonably big city with a fair number of people moving through it.
Book 2
Every Paizo AP includes a book that might as well be called “the one with the dungeon.” For Agents of Edgewatch, that’s book two, and it’s a super good dungeon. Expansive, including several levels, a broad variety of creatures, and it’s not so bespoke that it can’t be pretty much anywhere.
This also would be a book where I’d grab the book for the maps and print them, or just skip straight to getting the module on whatever VTT platform you use. Setting up the lighting for this dungeon was no joke.
Book 3
If you have a group with a face or a sneak who is tired of everything being a fight, I highly recommend grabbing the casino encounter from the second chapter of book three. It’s a heist, where the players have to infiltrate an upscale casino in order to get information and find (or rather, not find) a MacGuffin. Need to get some info to your players and they keep refusing to talk to that one bartender who knows the deal? Pass it via one of the many guests there. Need the players to get their hands on something vital? Put it in the footlocker where they’re supposed to find AoE’s MacGuffin.
There’s a huge lead-up to to the heist involving planning, so you can easily get several sessions out of this chapter. Players can choose their approach, getting jobs as staff or entrance via the rumor mill or sucking up to local celebs. It’s absolutely something where you can give them their options and then go catch up on your reading while they debate amongst themselves.
Book 4
Chapter 3 has a creepy carnival. Why do you need a creepy carnival? A better question is why haven’t you included one in your game yet?
Running around the carnival, the players are trying to find a madman who’s leaving behind Harrow cards, which adds another layer of creepy. The only thing I’d change, honestly, is the ending, which is extremely AoE specific. It’s easy to update, however: Swap out a trap for a fight, and you’re golden.
Book 5
The second chapter of book five includes an awesome map that’s made of ships. Like, six of them, each with three levels. There’s places to cross, to jump, and hell, I’m sure someone could break out their Drive lore and make some chaos.
The creatures included aren’t too spicy, so really, could work with most adventures. All you have to do is give them a reason to go mess about on ships, and a way to get there. Just be familiar with how you might split players to different levels if needed (Personally, I’d put all of the maps on one page if you’re using a VTT, but that’s just me).
Book 6
The cover of book six features a gnome who I was very distressed to learn was a major enemy. He looks awesome! He absolutely looks like someone I’d recruit to be in my party! Is he evil? SURE. He’s an angry architect. Who hasn’t been mad while working a desk job? And he’s redeemable. If you rescue anything from this book, make it this guy, who I’m sure the party could have a ton of fun getting to know and turning to the grey side.
LOOK AT HIM. LOOK AT THAT FACE. LOOK AT THOSE FEET. AND WE STAN AN ARGYLE KING.
To be honest, I would use Blume as a quest giver who has a ton of money and might be a tiny bit unhinged. Hell, maybe he lets the PCs set up shop in an unused wing that’s full of ‘creative’ architectural details. Think Winchester House if it were mildly sentient.
What did I miss?
I’m sure I skipped over an encounter that could be fun to run for players (I ran only about 70% of the AP in a West Marches setting), so comment if there’s one that should be included! Next, I’ll be pulling apart an older AP: Council of Thieves!
Author’s note: I’ve recently started a PF2 stream with a few friends on the Twitch channel Roll the Role. The premise: A crew of dhampirs with the same ‘sire’ have banded together to make coin, a name for themselves, and sort out their complicated past and future. This takes place after session session 3.
Anna’s head swam as she looked over the collected notes from La Bibliotecha de los Meurtos. She’d long known the library existed, of course, but she’d never realized what a treasure had been at hand. She’d sent off her request to gain access on a whim, and had only been interested in a ritual she’d heard rumors of…
She settled into her desk, even though she should have been seeking her bed instead. “I wonder if I could petition for full access. They seem to like deals? Perhaps if I had an interesting enough project…”
ɖơɛʂ ɱıʂɬཞɛʂʂ ῳıʂɧ ɬơ ცɛ ą Ɩıცཞąཞıąŋ?
She could feel her spirit floating behind her, bringing a damp chill to the air. It bothered Anna, once, but now, she only reaches for a shawl and pulls it around her.
“Mistress is much too busy to take up a profession. I’d prefer something looser, like a fellowship.” She frowns, flipping between a selection of papers: The journal written concerning Lenore’s mother and her journeys. Notes on dragons, especially white. The timeline of where her father had been over the years. Raveners. She tried to tease apart what was coincidence and what was connected.
A fellowship of adventurers, one who would bear a dhampir some years later. Of them, one ended up as a lich, one was reincarnated to be an undead bookshelf, one showed a fascination with death.
A white dragon was hounding them, hoping to use them to bring forth a ravener.
Their father spent much time in the north, in the cold, where two of their group hailed from, and where white dragons roam.
Death and snow and second chances. A motif that played on her mind like a concerto that grew ever stronger.
Anna sits back and rubs her temples. Once she had been given a choice. She might have had a comfortable life amid learning and books and research. But she took another path, started by the breaking neck of her family’s solicitor.
✱✱✱
Once the maid was calmed, the butler and the gardener were tasked with getting him down, then with fetching the dead man’s cohorts. It didn’t take them long to materialize on her doorstep, aided by a mage for hire. Anna put on a show that was made of grief and sympathy. How terrible this business was.
Of course, Anna agreed to cover up the unfortunate incident.
Of course, she would swear up and down it was an accident with a horse.
Of course, she wouldn’t dream of sharing that letter.
Suicide, in a client’s house. How dreadful. Had they known, they never would have sent him to help her family in their time of mourning.
Anna waited for them to bring up the papers encouraging her to give up the title, but it never came, confirming a suspicion she’d had since leaving the solicitor strung up in his bedroom. He’d worded things very specifically, as his kind were wont to do. Her father would have wished the family name to continue. Her parents would have liked the estate in more fecund hands. She couldn’t speak for her mother, but she could never imagine that her father would ever have ousted her from her home and made her a commoner.
The solicitor had been acting on his own. Well, not completely on his own, of course. He needed motivation. That motivation, she suspected, was from a certain distant cousin of hers who had more children than estates to hand out–
“What are your plans, now, milady?” The senior solicitor, an older half-elf woman, looked at her with sympathy that was almost sincere.
Anna pulled herself out of her reverie. She managed a thin, sad smile. “I was thinking of visiting some family.” The other woman smiled, and patted Anna’s hand.
“That would be good for your spirit.”
The air around Anna grew cold, but she managed to keep the smile where it was, unshaking. “That was just what I was thinking.”
Several days later, she found herself at the Howes estate. Unannounced, of course, but that had been her intention. She wanted her cousin caught off-guard. Besides, they were family, were they not? Etiquette dictated that they were closely enough related so that surprise visits were still acceptable.
He must have seen her approach, so by the time she was at the grand entrance, the whole clan had gathered to greet her. A host of what children he had left at home (five, by her count, including the youngest, who would have usurped her lands), his overly-fertile wife, and him… Preston Howe the Third. It was a temperate day, and yet the sweat clung to his brow. Anna alighted from her carriage and made a show of smoothing her mourning garbs.
It was the wife who broke rank first. Her smile was more practiced, but she came from Galt, one of the few noble families to escape the bloody revolution. She was good at wearing a mask. “Anna!” She swept Anna into an embrace and kissed each cheek. “Oh my dear, you poor thing. We were going to come by, but Edouin wasn’t feeling well.”
Anna accepted the embrace stiffly before she was ushered inside. The children, ranging in age from marriageable to still having milk teeth, kept their distance. Preston echoed his wife’s sentiments, but he lacked the social graces to give them heart. He was anxious. Good.
Of course she understood why they didn’t come to pay their respects.
Of course she would stay for dinner.
Of course she wouldn’t brave the road again tonight.
Of course, she would welcome a chance to visit. They were family.
Dinner was dimly lit, and Anna spent much of it trying to ignore the flicker of shadows in her peripheral vision. Even though the night was warm, the air grew cold, leading the children to finish their dinner quickly so they could retire to the sitting room, where a fire had been stoked.
Preston, finally, said something that wasn’t an echo of his wife’s platitudes. He cleared his throat. “Did your father’s solicitor talk to you?”
Anna looked up from her final course, barely touched. Food never sat well with her. She cocked her head to the side. “Oh… you haven’t heard, have you? It’s so sad.” She took up her wine and took a sip. “You’re family, so I suppose you should know the truth. His people will say it was an accident, but the truth is, he hung himself.” Her tone was neutral. “In the guest bedroom. A broken heart, it would seem.”
Preston turned several interesting shades of gray. His wife covered her reaction with her napkin, but didn’t manage to hide sideways glances at her husband.
“How dreadful,” Preston said, once he’d gathered his voice. “I never knew he was such a sensitive soul. Did he–” The man fiddled with his wine glass. “Were you able to talk business before he… passed?”
“He did mention something of import, but I’d only just gotten back. I suppose he put it off. Something about the title?”
She was giving her cousin a chance. Greed can do strange things to a person, but so can direct confrontation. Perhaps he would take the bait and allow this all to die gracefully. But of course he didn’t. Greed would always win. With halting words and darting eyes, he laid out his plan to Anna, pleading his case. He knew of her condition, so could she even pass the family title on? And she was an academic. Wouldn’t she be happier, getting a position at one of the many centers of learning in Golarion? Surely, she wouldn’t be content, throwing balls and hosting dinners and dealing with minor politics. And the money, why, he could offer more. And even a tithe for a certain amount of time. And the boy was so bright and…
“And technically, not a blood relative,” offered the wife. “The curse wouldn’t touch him.”
And there it was. Anna smiled coldly.
“So you subscribe to that theory. Interesting.”
A pair of frowns. Hope had been building while they spoke, since Anna didn’t appear to be arguing with them. These fools actually thought they had been making good points. Anna refilled her glass, the servants having taken the hint to vacate some time ago.
“The unpleasantness doesn’t just travel through the bloodline. Great Aunt Martina married in, and she was the one who fell to house drakes, of all things. Cousin Albert was technically adopted, but ended up beheaded in Galt when they mistook him for someone else. Also, of Mother and Father, only one was of the line, and, well…” She touched her dark clothing. “Both are gone well before their time.”
She leveled a look at Preston as she sipped her wine. “I’ve done my research. What did you think I was doing at the Academae? Reading poetry?” She set down her glass. “I was researching the curse. And do you know, I do think I learned a few things.”
Here was the gamble. She prayed to her mad god that he might show her mercy as the lie she’d prepared came smoothly from her lips.
“For example, that it might be controlled. That it might be wielded. That denying it only makes it strike out, but if one learns to live with it, why… it becomes a most effective tool.” She leaned forward. “You and yours can barely talk about it. I know you don’t have the will to bend it.”
The room was still. The others barely drew breath. Preston had his hand around a dinner knife, his knuckles white as he gripped it. A shadow behind him darkened, and the air grew cool.
“What did you do to Javert?”
“Who?”
The grip tightened. “The solicitor.“
“Oh. Was that his name?” She leaned in. “A better question: What do you think I’ll do to you and your brood if you cross me again?”
Her cousin almost struck out at her, but something stayed his hand. Perhaps he felt the presence at his back, not yet fully manifested. Perhaps he saw the tiny shake of his wife’s head, begging him to rethink his actions. It was more likely, however, that it was only cowardice. He let go of the knife and sat back, defeated. Anna dabbed at her lips.
“Thank you for the lovely dinner,” he said, her best manners back on display. “I do think I’ll head out, though. The night has never bothered me, after all, and I’ve so much to put in order.” And she excused herself and made her way to the carriage, which her driver had never unpacked.
As my cohorts and I are wrapping up three years of running a West Marches game using Pathfinder 2e, and I thought I’d do a brain dump about what worked for us, and what didn’t. This isn’t a guide that’s set in stone: Different approaches will work for different groups, numbers of people, etc.
This isn’t necessarily 2E specific, but it becomes necessary because Paizo is a never ending source of system updates. New stuff is coming out constantly, and players will always want to play with the new things. At first, we considered telling players they could only change some things, but then realized we would get overburdened with paperwork. So, we told players that they could basically toss the old sheet (except for stuff they bought and the character’s personal history) and make a new one.
Whenever a major book came out that offered updates that you can’t train into (like ancestries), we offered every character a respec point. A few times we offered a meta for the server, but for the most part, it was up to players to explain why they were suddenly a strix, if they chose to explain it at all. Once a player used up that point, they were stuck with that sheet until the next time we handed out points. Also, characters never had more than one respec point, so that cut down on what we had to keep track of.
Surprisingly, being extremely permissive didn’t lead to any huge headaches. Players rolled with the changes, and they often lead to interesting plots as the PCs coped with their new forms. It also got players re-engaged with characters they may have ignored for a while, since they now had interesting new mechanics to play with.
Rewards and gold
Items and runes are incredibly important in PF2e. The math assumes that you’ve been upgrading your stuff as you go, and you’re expected to have a few useful potions on hand. Rather than worrying about giving out items for games, we just gave players a flat amount of gold, based on level.
One thing we discovered at the leaders level was that the math wasn’t perfectly linear. There’s several jumps where gear becomes much more spendy. If the only way players can get gear is gold, then we needed some math to accommodate for that.
After much tweaking of numbers and checking data, we landed on the following equation: Each game got a set base reward, plus an additional amount that was the APL * another number. To put it in math terms:
gold = base + multiplier * APL
And the values we came up with:
APL 1-5: Base 15, multiplier 5 APL 6-10: Base 75, multiplier 25 APL 11-15: Base 250, multiplier 80 APL 16-20: Base 1000, multiplier 500
So, if you were a group of level 16 players, your payout is 1000 + 500 * 16, so 9000 gold. Level 3? 15 + 5 * 3, so 30 gold. Yes, this can feel like a lot of money! However, we had to keep in mind that some players could only make one game every month, or every other month.
I do think these numbers are super solid (we never had to tweak them again). However, I’m also open to giving all players a ‘base salary’ and just giving a multiplier for the games attended. I do think there should be some reward for attending games, but keeping track of physical items can be difficult if you have more than one GM. After all, GMs vary a lot when it comes to how permissive they are.
So what happened with the players who were flush with cash? They often indulged in buying things that many cash-starved players will ignore: Consumables. I know in my regular games, players tend to wait until they find them in the wild to actually grab them, or they get an archetype that allows them to make them for free. But if you have a pile of gold in your aresenal, why not grab some Antler Arrows?
GM compensation
Because items (and therefore gold) are super important, we decided that when someone ran a game, they would get the same gold as the players. This became super important early on, when we had fewer GMs running games, so the active GMs couldn’t actually gear up their characters.
Some GMs always remembered to pay themselves, and some only went back and grabbed the cash when they were low. We didn’t really notice any imbalance, and it seemed to be a fairly transparent way to reward GMs that didn’t lead to feelings of favoritism.
Variant rules?
PF2e comes with some great optional rules to help it adapt to any table. As time wore on, we found some rules that helped to cut down on the paperwork. Others, we avoided, but I’m open to using in the future.
Free Archetype: Everyone always asks about this. Players love Free Archetypes. On this server, we didn’t use them. I’m not opposed to them, but it didn’t quite fit the feel we were going for. On my next server, I’ll probably allow a limited number of them. This comes down to GM style, since FA can lead to a bit of a power creep, but can also be useful for GMs who want a certain feel for their server. I’m definitely eyeing the ones that could work for a game based around a Pathfinder Lodge.
Automatic Bonus Progression: I’ll be honest: If I’m GMing, this is now a ride or die rule for me. We adopted it because PF2e assumes that players are geared up in a certain way, but if a player couldn’t make as many games, they wouldn’t have as much gold laying around. ABP makes that much less of a worry, since it gives the base runes and bonuses for free. Sure we still had people running around with stupid amounts of money, but more often than not, we saw the rich players buying things for others.
Let’s go shopping!
Early on, we established the home base as a town that was ‘big enough.’ For levels 1-4, players could buy any item up to level 4. After that, they were capped at their current level. This helped players who could play more from getting too powerful.
Also, to cut down on the amount of admin work, we allowed all items but unique to be purchased. If it was written by Paizo and it had a price tag, have fun.
One thing we missed until the game was almost over was that “Access” on an item didn’t make it inaccessible. It made the item one level hard to get. So, if it was a Common Pathfinder item, it became Rare. Oof. Lesson learned.
Balance?
One of our biggest concerns going into this was balance. How do we make sure that a party is balanced in such a way to deal with whatever encounter they’re sure to face. Should we only pick monsters once the players signed up? What do we do if we have a group that shifts around at the last minute? What if we don’t have enough healers or tanks?
Shockingly, balance wasn’t something we had to be overly concerned about. As long as players adjusted tactics and built flexible characters, things were fine. Sure, there were some hairy situations, but over god-knows how many games, parties ended the session with everyone on their feet.
Some things that became super important:
Healer’s gloves. OMG. Everyone had a pair of these. Some bought a spare and kept them in their bag.
Battle Medicine. This, too, was vital when it came to keeping everyone on their feet. Many players made sure to keep their Medicine skill up, as well.
Buy a damn ranged weapon. Sometimes, the solution is to keep your distance and kite the hell out of something.
Keep one of every ‘healing’ thing in your bag. Potion. Anti-plague. Antivenom.
Keep one of every mundane damage type on your person.
This is part of why having players with so much gold didn’t bother us: It let players build up an arsenal that let them take on pretty much anything, as long as it was at their level.
We also had NPC healers in town who could remove whatever ailed players, since it was never a given that PC healers would log in every day. No one wants to kill off Bob the Fighter because June the Cleric was backpacking in the Rockies for a week.
So, is PF2 good for West Marches games?
Personally, I say yes! It works exceptionally well when it comes to West Marches!
The rules have very few places where the GM must make a call, so it’s easy to keep every GM on the same page.
Encounter creation is fairly easy to do, while still offering a ton of options so things don’t get repetitive.
While the game is balanced on a dime in many ways, it’s more flexible than some might expect. You don’t need a perfectly balanced party to survive.
All the rules are online, and there’s inexpensive character builders to be had. This means players (and even GMs) can join without having to lay down serious cash.
Way back in the long before, before the world turned into a flaming dumpster fire, I was approached with the chance to do something I’d want to do for a long time: Start up a West Marches server. One thing that had been stopping me was the effort that goes into recruiting players and finding like-minded souls to help GM, but this one would be attached to a stream and existing community.
So… why not?
Two and a half years later we’re planning on winding it down when we hit the three year mark. The players will be hitting level 20 soon, so it feels like a natural time to close shop. I’ve done large scale games before, and one thing has been true with each one: Everything dies, but it’s on you to decide if it’s via entropy or explosions.
Now that we’re approaching the end, I thought I’d write about lessons learned, because boy, I learned a lot. The large games I’d run before had been mostly play-by-post (PBP) and been under the Amber system, which is a completely different animal. They’d also had a more stable player base (again, nature of the community)… and also didn’t happen during a freaking pandemic.
Leveling system
When we started, we gave out XP every month based on how much everyone had chatted. Seemed sensible: It encouraged people to talk to each other, and players who had been around longer would have more XP, which seemed a fair reward for joining earlier. When we added alts, we decided that players could choose how to allocate their XP between their three characters.
Over time, however, level spread became a huge issue. Games would either not make (not enough people with a character at that level available at that time) or people wouldn’t be able to play a character that month (GMs were already spread thin). Some of us found ourselves running double the usual number of games just so people had a chance to play that month. Some players wanted to rush to 20, but found they didn’t have enough fellow players hit the minimum for a game.
In the end, we switched to a banding system: Every character on the server got a set level of XP, leaving us with only three levels to plan for. This made planning so much easier. I could easily plan three encounters without having to worry about scaling. There were always enough PCs bumming around to make games happen.
To be honest, in the future, I probably wouldn’t worry about chat XP, but instead, set a steady rate for leveling (maybe a level every other month?). Or, maybe set milestones, so players can race towards the next level, or choose to screw around at their current level a bit.
Alts
We introduced alts because PF2 had so much stuff coming out (seriously, when we started, the only thing out was the Core Rulebook). Alts allowed people to try out these new classes and races. It also gave people a chance to shake things up, if they were bored of their current character.
There were upsides and downsides to alts, though. Some people loved having more characters, but some really only wanted one. It also meant more characters to remember and engage with, even as a player. I won’t say it was bad, but it’s also something I probably won’t bring into the next server I put together. Instead, I’d rather have a mechanic that allows players to explore different builds if they want, and let people retire characters more often.
Respecs
Respecs became very important on the server as more and more cool stuff came out. There was some initial discussion about how much we should allow, but I was wary of anything that forced the GMs to look over sheets. Admin work can be killer, and looking at sheets can be arduous. So, our only rule was that your history stayed the same, but everything else could change.
This is something I absolutely will be allowing in every server I run. Hell, I’ll probably allow it for every home game: If a big book comes out, feel free to change anything you want. We just have to figure out the meta for it (and the fey are always an excellent excuse).
Time Zones
I don’t know who decided that the earth should be round, but that was a terrible design decision.
I kid, but… it’s also kind of true? Having time zones that are far apart lead to resources being spread thin. It lead to clusters where it was hard to get cross-pollination of players. It lead to hurt feelings. And hey, maybe we were just a weird collection of variables where it didn’t work this time, but worked well for others. If so, awesome! But, in future servers… I’ll probably keep player slots to those who can work with a more limited number of time zones, rather than pushing for 24/7 gaming possibilities.
Establishing jobs and expectations early
Running a West Marches game is absolutely a team effort. Maybe some people make it work with just one leader/GM, but once you hit a critical mass of people, you need people to help you keep it going. At a minimum, you need more GMs (trust me, I was solo GMing the server for a bit, and it was rough). It also helps to have other rules experts who can help make tough calls, and people to help out with the admin work, like looking over sheets.
Balancing this can be tricky, because enthusiasm makes you feel like you can do literally anything. This was especially true during lockdown, because hell, what else were we doing with our lives?
But, even if you’re still not going anywhere [ waves in permanent remote worker ], enthusiasm will eventually wane and become a normal level of interest. If you don’t want to burn out, you have to be reasonable in what you commit to.
I do think we established some good division layer at the top, even if the roles were fuzzy. We each had our own areas of expertise, and big decisions came to a vote. Below that, though, things weren’t quite as clear. I absolutely didn’t want to put any pressure on GMs ever (I was grateful for every game they ran, since that took the pressure off). However, we probably could have put some guidelines out there, like expecting GMs to run a game a month, or something like that, or what time zones people would cover.
Scheduling
We went through a few phases of how we do scheduling, and I’m still convinced that the right solution depends on how many people you’re working with.
Hella old screen shot of polling
When the server was smaller, polling worked great. Toss up some times, have people react if they’re interested. When I started having to make several games out of one poll to get things to work out, we switched to a sign-up sheet. That worked great as well, though sometimes we had to prod to get things to fill up.
Which solution would I use in the future? Eh, hard to say? Calendars are hard. Humanity has been trying to figure them out for 5000 years and still there’s start-ups out there that want to “fix” your schedule.
Will I do it again?
I mean, if you missed the context clues of me saying “next time” over and over, of course I’ll do it again. I loved running a large server and having a chance to see all sorts of groups of people play together. While I also love a dedicated table, it is fun to watch how characters interact in different groups. It’s neat to watch them build relationships outside of their ‘core’ group. And, well, I don’t have enough hours in the day to game with all the people I’d want to game with. And, as a GM, it’s nice to have a simple encounter idea that I can toss out there and see what a round group does with it.
It won’t be attached to a show (while that was fun, it’d be nice to completely control the meta), and it likely will be a smaller crowd (though still big enough so that not everyone can sit at one table at one time). But I’ll absolutely throw my hat into the ring again. I’m just going to need a chance to replenish my energy reserves first.
I love Paizo APs. Like, adore them. I think they’re one of the best parts of diving into the Paizo culture: Ready-made adventures with tons of maps, NPCs, creatures, and twists that still give players a huge amount of freedom to do what they want.
The maps, though. Oh lord.
The older APs weren’t built with VTT in mind, so the maps tend to be quirky: Great for print, bad for VTT. Damn near impossible to rip out of a PDF. A grid that doesn’t align to a grid. While the later PF1 APs improved a bit, the earlier ones can be a headache. However, the APs are absolutely worth running, so here’s how I reduce (not obliterate, I’m not a VTT miracle worker) the pain.
Spoiler warning
In order to make a post about old Paizo maps, I have to use old Paizo maps. I’m going to be using the maps from the Council of Thieves AP, since it has some fairly complex maps in it, and it’s what I have on hand. So, mild spoiler warnings for an AP that’s been out for over a decade.
Extract the maps
I’ve tried so many tools for extraction, and if you have one you like better, you do you. The one I tend to come back to, though, is TokenTool from RPG Tools. It’s made for tokens, but you can also use it to get maps out. I’ve tried a bunch of tools, but this is the only one that seems to get the images out without too much struggle.
Step 1: Clear your screen
For some reason, we start with a gear token and a lady doing yoga. Let’s get rid of them (or whatever you were working on previously).
What you see when you load TokenTool
On the right-hand menu, make sure you have “Overlay Options” expanded. Click “Send to back” and deselect “Clip Portrait.”
Now, we want to open the PDF you’ll be grabbing maps from. I’ll be honest: This part can be a wee bit clunky, so I recommend putting on a podcast and grabbing all of your maps in one go.
When you open a PDF in TokenTool (under File, or using Ctrl+O), the PDF will appear on in a new window, with two panes: The left-hand pane is the page of the PFD, and the right hand contains all of the images on that page. To get to a new page, scroll over the left-hand pane. No, there’s no jump option (that I could find), so some patience is a virtue here.
Book four opened in TokenTool
Once you get to the page with your map, click on the right map to insert it into the main TokenTool window. Now, this is important: When you export the image, the image will be cropped to what you see in the preview window. So make sure your whole map is showing by scrolling in or out!
A properly scrolled map!
Now, save. And maybe go get the rest of your maps while you’re there, since the PDF window is probably still open.
Upscale!
First, let’s be clear on what “upscaling” is. It’s not just “making the image bigger.” It’s doing so with some intelligence (specifically, Machine Learning). A great recent-ish example of this is the fan-mod for FF7 original, where someone upscaled the textures.
FF7 comparison, via Kotaku
There are many, many tools out there for upscaling. The one I’ll be using is from Icons8, mostly because I can pay $0.20 per image rather than paying a monthly fee. Given that most APs have only a handful of maps, it’s well worth the investment for me.
All you have to do is upload your map, and Icons8 will do the magic! I do recommend upscaling to 4x, since 2x is still a bit too small for most VTTs, if your players like to be zoomed way the heck in.
Left: Original. Right: Upscaled.
Some notes: It’s technology, not magic, so it’s not perfect. The end result for most maps tends to look like someone painted the map with oil paints, which I kind of dig. If it really, really bugs you that the chairs are wonky, at least you have a better image to work from.
That darn grid
Some people aren’t going to like this tip, so I’ll go ahead and put it first: Get the grid somewhat lined up… then turn it off.
For most VTTs, this doesn’t mess with measurements, but you will have to warn your players to stay ON THE GRID. For the vast majority of players, this isn’t a huge problem. Yes, there are all sorts of finicky tricks about how to get the grid to line up perfectly, but this post is about decreasing heartburn, not making new and interesting heartburn issues.
If most of the grid fits, but one or two rooms are off, cut them out, and place them on the map layer, one by one. Nudge them around until they line up well enough. If you’re using dynamic lighting of some kind, chances are your players will never notice the seams. If they do, give them a Hero Point or something to make up for shattering the illusion that they were really in a dungeon.
Note that I recommend doing this on the VTT itself. I’ve found it easier than stitching together the whole thing in Gimp and hoping I got it right, only to find out I was off by a few pixels.
Anyway, that’s my process for extracting old images and making them less eye-bleedy for VTTs. Hope it encourages some of you to check out some older APs!
Author’s note: I’ve recently started a PF2 stream with a few friends on the Twitch channel Roll the Role. The premise: A crew of dhampirs with the same ‘sire’ have banded together to make coin, a name for themselves, and sort out their complicated past and future. This takes place after session one.
Leaving Alkenstar before dawn, Anna had hoped to be enjoying the clean air of the countryside by evening. Instead, she found herself anointing her room with scented oils to keep the acrid smoke of the city at bay. They’d made good progress, but the smokestacks were hard to outpace.
She sat at the tiny writing desk and took out her journal. It was a habit from childhood, drilled into her by an endless stream of nannies, who saw it as a calm and harmless pastime for a girl who was too curious by half. Perhaps if she had been interested in the arts or other mundane affairs, they would have been more comfortable with her explorations, but after the frog incident…
Well, they preferred a medium that was more easily put out of mind.
Anna dipped her pen and began to write…
✱✱✱
12 Gozran 4720 ~ Rusty Bedfellow Inn ~ North of Alkenstar
Lenore has been taken. I expected one of us would one day be carried away, but I thought it would be a crowd with torches and pitchforks, or perhaps a duke in desperate need of a scapegoat. I didn’t expect a dragon. And a dragon with portal magic.
Even stranger, her abduction came with a vision.
I do suppose I’m getting ahead of myself. We had been asked to take care of a small matter of a cult in the outskirts of Alkenstar. A rather dull matter, but cults have a nasty habit of creating larger issues for us down the line (either adoration, admonition, or in the worst cases, both), so better to be nipped in the bud. Even better if we’ll be paid for it.
It was just as we were putting ourselves to rights that the portal opened, and poor Lenore was snatched away. We had no time to react, though I’ve spent more time than I like second guessing our actions. Perhaps if we had a counterspell ready, or one of us had moved faster…
Ah, well. I’m sure Lenore is fine. She’s unparalleled as a warrior, and resourceful as well. She wouldn’t have made it this far if she weren’t able to take care of herself. If anything, we siblings persevere…
But speaking of siblings…
I’ve never been one who’s prone to visions. Poor aunt Martina was plagued by them, and I heard my mother would have episodes, but they never struck me. I had assumed that they skipped over me… until now. I would have been ready to disregard it as an overtired mind, but Cyt and Samael experienced them as well. A cold plain, a love for one’s kin, a thirst for blood, a need for revenge…
I do believe we have family in the North, which is where we believe Lenore was taken. It can’t be a coincidence. I don’t believe in coincidences.
I should write of the unfortunate events of the bar, but I find myself growing tired, and I’m certain we’ll rise early. Suffice it to say, it is likely a good thing that we chose to leave Alkenstar for a time.
✱✱✱
Anna sat back from the journal, yawning. From the darkness came a tutting. ภ๏Շ שєгץ ɭค๔ץɭเкє(in a creepy font) Not very ladylike
One of the shadows in the corner of the room had solidified. Anna hadn’t called her eidolon forth, but that rarely stopped her companion from showing up. Anna gave her a rueful look. “My accommodations are rubbing off on me. ‘Rusty Bedfellow,’ indeed. I’m shocked they didn’t rent by the hour. You’ll keep watch, my pet?”
Silence was the only response, but that was better than the usual morose retort. Before long, Anna was tucked into a bed that would be better used as kindling under whoever managed the cleaning staff, and was asleep.
✱✱✱
It was not a peaceful sleep.
She was back in her room, in the sickly light of the LeClerche manor. She stood at her window, watching as Maizon made his way to the main road, and hopefully to a caravan that would take him to the Mwangi Expanse. Jace was gone. Her father was gone. Most of the staff had left, save for their aging butler and a plain-faced chambermaid who she suspected he was tupping. Even them, they were planning on moving on as soon as Anna signed the papers…
She looked down at them. Their solicitor had drawn them up, likely while her father’s body was still warm. He’d laid out the particulars for her: She wasn’t quite alive, and her kind wasn’t known for being fecund. Therefore, wasn’t it in the best interests that she quit her claim on the LeClerche estate? She would be given a settlement, and a distant cousin (from a branch untouched by tragedy) would absorb their titles and estates. The name would be given to one of his mewling brats, and really, isn’t that what her mother and father would have wanted? To have the name continue?
She looked up. The fog had swallowed Maizon. The house was silent. She had never felt so alone, and the dread of it threatened to swallow her whole. Her kind could live as long as elves, and just two decades in, Anna had lost everyone—
A knock sounded. “Miss?”
The solicitor. Anna swallowed her growing despair and turned. “Enter.”
The door opened. The man her father had retained was in his middling years, youth being eaten away by fine lines and touches of gray. He wore a vest that Anna was certain he thought was the height of fashion, but that Absolom had given up on three seasons ago. He gave her a sad-eyed smile, acting out the part of the sympathetic compatriot.
“How are you doing today, Miss Anna?”
“As well as can be expected.” She realized her eyes were too dry, but it couldn’t be helped. Another side-effect of her ‘condition’: She rarely cried. “I hope the day finds you well.”
“Much the same. Your father and I hunted often. I was so stunned when I heard his horse had thrown him. He was an excellent equestrian.”
“If his death surprised you, then you couldn’t have studied our history too closely. Horses were a popular way to go. I always told Daddy he should avoid them.”
The solicitor cleared his throat nervously. “Well, he was a man who little liked being told what to do.” Oh, he’d heard. “Have you had a chance to read over the papers?”
“I have. Do you know, I think Daddy liked riding because he thought he’d sorted the curse. He did all sorts of things he shouldn’t have…” Anna picked up the papers and started to leaf through them. “Ate fish with bones. Boated. Fenced. He even liked to toy around with firearms, though he was a terrible shot.”
“Er, yes, quite the character. Do you have any questions about the settlement?”
Her gaze landed on the settlement. A heady amount for a peasant. A paltry amount for one who might live as long as an elf. “I don’t know if I would have called him a ‘character.’ But he really thought he had beaten it. Even if he hadn’t, he was still a credit to the name, don’t you think?”
“Yes, just as your cousin shall be. I’ve heard he’s quite the bright lad. He’ll marry well, I have no doubts. It’s what your father would have wanted.”
Anna smiled, keeping her lips pressed together. “My father is dead. What he wanted doesn’t matter.” And she tossed the papers into the fire.
The solicitor cried out as the flames consumed them. He reached, but a word of magic made the flames hungry, consuming the parchment in seconds. He turned on Anna, hatred in his eyes. “You prissy little bitch…” He stepped towards her, one hand going for his pocket. Anna, too late, realized how alone she was, how easy it would be to pay off the servants. He pulled out a gun. “You know, maybe this is easier. The despondent daughter eats a bullet and saves the Howes some gold–“
A hand wrapped around the man’s neck, inky black and trailing a dark smoke. In an instant, the solicitor was thrown across the room, cracking the plaster and wrecking the wainscotting. His head lolled at an unnatural angle and his eyes stared blankly. Anna found herself staring at a dark form, a woman, but her face was gaunt and her eyes shone with a terrible light. ๓เรรรรรՇгєรรรรรร…(In a creepy font) Misstress… it hissed in a voice from beyond the grave, and it reached for her. Anna heard someone screaming, and it took a moment to realize it was her own voice. The hand touched her cheek, and all went black.