Here is the amended files for PFRPG Mummy's Mask AP 1 : The Half Dead City. Thanks Zacchaeus & Doug for your thoughts.
On to MM AP 2.....
Christopher
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Here is the amended files for PFRPG Mummy's Mask AP 1 : The Half Dead City. Thanks Zacchaeus & Doug for your thoughts.
On to MM AP 2.....
Christopher
I just might be being picky, but it seems that a Terrain blocker should be placed about part way in because a Player can see the bridge from the outside and the description from P1-04.04. Steep Passage says:
From this point on, characters without darkvision will need light to see their surroundings.
Now this could mean that the "steep passage" is what is dark and requires light/darkvision, but I have always assumed it was the entire cave.
DM View
Attachment 31682
Player View
Attachment 31681
I circled where I believe a Terrain blocker would make sense.
This is a good thought, but IMO I would handle this by overlaying a mask. Because where the blocking occurs, and how is dependent upon the party. A party with darkvision won't have the blocking, and then you have to remove the terrain blocker. And, once a non-darkvision party has a light source, the blocker will no longer be valid either. Seems easier and more 'common' to me to not have a terrain blocker there and just have the DM use the mask. (Though the issue is the DM has to know to do that since a mask can not be stored with the module.)
Tricky one. Almost any dungeon without a light source would be in a similar situation. I'm not sure that we want to fill entire dungeons with terrain blockers.
I think we wait until we have light ranges implemented to handle these kinds of situations. Meantime as LE says we still have the mask option.
Super... I should’ve known you had that covered :)
Hi Zacchaeus,
Only 3 more maps to go for this one.
https://www.fantasygrounds.com/store/?search=sandpoint
Let me know if any changes have to be done. (i.ex: the tavern map has roofs but I left them without terrain occluders)
Steve Flammang aka KingGraan