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When the Ship Goes Down by Stephen Yeardley

Jonathan: Stephen, tell us a bit about A12: When the Ship Goes Down and what inspired you to write this adventure.

Stephen: Well, this was inspired by one of the two comments from our group that have stuck with me most as I DMed. Foz, a player that really likes to know what’s going on before he flies into action, had been caught out by a trap and for a while, his character’s mantra became;

“I check there’s a floor to this room…”

(For the record, the other comment is, “You greedy dwarf, you’ve eaten all the candles!” But that’s another tale.)

I’m also a big fan of confusing PCs’ expectations. PCs are mostly used to getting their own way, so, for example, in A6, they are thwarted at every turn and have to go through a lot before they succeed and in areas of A9, many of their expected ways of doing something have to be changed completely around.

So it struck me that PCs expect “the dungeon” to be a certain way up. We’d looked at zero-gravity in A9, so didn’t want a repeat, but sometimes it’s a minor difference rather than a major one that becomes the inconvenience. What might that inconvenience be?

Two films came to mind as well. “The Cube”, which has been an inspiration in many ways for a decade and a half, as it goes from providing ideas for deadly traps all the way to showing the way characters’ feelings ebb and flow, albeit in a shortened timeframe, and to a lesser degree, “The Undiscovered Country” with its the assassination scene, not because of the anti-gravity, but the way it looks with the assassins in the magnetic boots, climbing up and down at different angles.

Of course, creatures that can fly, climb well or just plain float won’t ave any probem with any of this, so the inconvenience is only for the PCs, who must either be well equipped, use lots of magic or just climb a lot. That fighter in his banded mail, boy, I bet he wishes it wasn’t quite so heavy…

Jonathan: You can read Stephen Yeardley’s adventure “When the Ship Goes Down” right now on Adventureaweek.com or purchase the PDF which should be released on Paizo and RPGnow sometime next week! Enjoy!

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It’s official, Adventureaweek.com is Pathfinder compatible!

Today Adventureaweek.com took another step toward fulfilling our ultimate goal of world domina… oh wait, that’s my other project.  Today we accomplished one of our main goals!

I love the Pathfinder RPG and find that the simplified rules (especially when it comes to skills: perception & acrobatics to name a couple) make 3.5 even better.  I owe a thank you to my players Topher & Eddie for bringing me over to PF from D&D 3.5.  Thanks guys!  I’ll still play 3.5 of course.  Hell, I’ll still play 1st or 2nd edition AD&D given the chance!  Ravenloft anyone?  Uh oh, don’t get me started!

Treasure

Obtained the Pathfinder compatibility license through Paizo!
(+2/+5 vs. Pathfinder fan absorption)

Yes, that’s a treasure icon.  I totally consider this license treasure.

 

So, it turns out that our license is only applicable if we sell PDF E-book versions of our Adventures.  Good thing we were already planning on that!  Monthly Subscribers will be able to purchase PDFs at a minimal fee and Annual Subscribers will be able to download any PDF Adventure they wish for free.  Of course all of the locations, characters, and items will not come along for the ride, but everything you need to run the adventure will still be available to you in an offline format.  Should you require some extreme details on a character or location you can always wing it   (that’s what I do and my players never know the difference!)

It feels good to reach this milestone and realize that we’re finally getting close to launching this website.  It’s been almost a year since the idea came about.  We started with the basic web design and made a few hundred changes as I tested out GMing games for my players.  Each change made things smoother and easier to run a gaming session.  Now I can pull up an adventure and scroll down on my iPad quickly locating the information I need, or click on a map location then instantly jump directly to the description and read-aloud text for that location.  This system we have created started as a wonderfully cloudy day-dream/idea, then came together as a test model, now we have a fully functional product!  I finally have a tool which I get so excited to use in my games I fidget in my seat just waiting to get a response from my players to see if everyone can make the next game session!