Friday, May 15, 2015

Pathfinder Unchained's New Rogue

The Unchained Rogue

To opine about what’s better (or worse) about the Unchained Rogue, you’ll need to know exactly where the changes are.  So, at the end of this review is an explanation as to how the class has been changed.  Items struck through in the Core Rogue column are abilities removed from the traditional class.  In the Unchained Rogue column, bold text indicates a new ability and italics indicate that a previous ability has been modified (usually one that’s struck through in the Core column).  Everything else is pretty self explanatory, but you can read it in depth on pp. 20-24 of the book.

What’s New
(c)2015 Paizo Publishing, illustration by Jorge Fares
Used with permission under the Community
Licensing Policy
A lot is new.  The Unchained rogue has grown quite a bit from its Core Rulebook predecessor.  That makes sense—the complaint was that the rogue was underpowered (though I think those people were just not playing in RP-heavy or skills-heavy campaigns and/or were PFS folks).  The Unchained rogue is a lot more powerful.  All rogues now get weapon finesse as a bonus feat.  Additionally, at third level, rogues can apply Dexterity to damage (cue holy grail music) using a single type of weapon.  Two more weapons get added in further down the line.

Sneak attacks have been buffed with the debilitating injury ability and with various rogue talents.  In fact, only one rogue talent (terrain mastery) gets any sort of nerf, and I think that the decision to deal with higher bonuses for terrain mastery by creating an advanced terrain mastery, greater talent makes a lot more sense and provides good balance with the ranger.  Rogue’s edge gives rogues extra versatility in using skills by opening up a whole subsystem only to them.  With edge, rogues really do become the masters of skills they are supposed to be.  Finally, changing master strike to make the DC based on the rogue’s dexterity bonus instead of her intelligence bonus doesn’t seem like a huge change, but it’s a nice nod to the fact that capstone abilities should make the player feel awesome rather than limited.

Overall, I’m very excited about these changes.  Dexterity to damage feels appropriate, but balance is maintained by requiring the rogue to get to third level to access it.  3 levels is a little much for another class to take a “dip,” (though that might make more sense now if you’re using fractional bonuses).  The rogue’s skill abilities have been beefed up and sneak attack can do a lot more than it could before with debilitating injury.  I’d be happy to convert my PFS rogue over to the Unchained version.


Updated Crunch
Level
Core Rogue
Unchained Rogue
1
Sneak attack +1d6, trapfinding
Finesse Training, sneak attack +1d6, trapfinding
2
Evasion, rogue talent
Evasion, rogue talent
3
Sneak attack +2d6, trap sense +1
Danger sense +1, finesse training, sneak attack +2d6
4
Rogue talent, uncanny dodge
Debilitating injury, rogue talent, uncanny dodge
5
Sneak attack +3d6
Rogue’s edge, sneak attack +3d6
6
Rogue talent, trap sense +2
Danger sense +2, rogue talent
7
Sneak attack +4d6
Sneak attack +4d6
8
Improved uncanny dodge, rogue talent
Improved uncanny dodge, rogue talent
9
Sneak attack +5d6, trap sense +3
Danger sense +3, sneak attack +5d6
10
Advanced talents, rogue talent
Advanced talents, rogue talent, rogue’s edge
11
Sneak attack +6d6
Finesse training, sneak attack +6d6
12
Rogue talent, trap sense +4
Danger sense +4, rogue talent
13
Sneak attack +7d6
Sneak attack +7d6
14
Rogue talent
Rogue talent
15
Sneak attack +8d6, trap sense +5
Danger sense +5, Rogue’s edge, sneak attack +8d6
16
Rogue talent
Rogue talent
17
Sneak attack +9d6
Sneak attack +9d6
18
Rogue talent, trap sense +6
Danger sense +6, rogue talent
19
Sneak attack +10d6
Finesse Training, sneak attack +10d6
20
Master strike, rogue talent
Master strike, rogue talent, rogue’s edge

Finesse Training: There’s some awesome stuff going on here.  At first level, the Unchained Rogue gains Weapon Finesse as a bonus feat.  Additionally, at third level, the rogue picks one light weapon and gains to dex to damage with that type of weapon.  The rogue adds another at 11th and 19th levels.

Rogue Talents:
·      Bleeding Attack: No change
·      CamouflageAPG: No longer limited to one use/day.
·      CertaintyNEW: The rogue can make one reroll/day on a skill check using the skill she selected rogue’s edge in.  She gains an extra reroll at 10th, 15th, and 20th levels.  Talent can be selected multiple times, but for different skills each time.  Must be 5th level.
·      Coax InformationAPG: When using bluff or diplomacy in place of intimidate to make another act friendly, the target’s attitude returns to its original state instead of dropping one level.
·      Combat SwipeAPG: No change
·      Combat Trick: No change
·      Esoteric ScholarUC: No change
·      Expert LeaperAPG: In addition to all initial benefits, a rogue with this skill adds her rogue level to Acrobatics skills checks to jump.  When deliberately falling, in addition to ignoring first 20 feet fallen, she ignores another 10 feet for every 5 by which she exceeds the DC 15 check.
·      Fast Stealth: No change
·      Follow cluesAPG: No change
·      Hold BreathUC: Rogue doubles the amount of time she can hold her breath but this talent can now be taken only once.
·      Lasting PoisonAPG: When a rogue applies poison to a weapon, it lasts as many rounds as her Dexterity modifier (min. 2) instead of only 2.  Still need swift poison to apply poison as a standard action instead of a full-round one.
·      Ledge Walker: In addition to the previous bonuses, a rogue can also move along uneven or slippery surfaces full speed using the Acrobatics skill.  In addition to not being flat-footed, Pathfinder Unchained makes it clear that she retains her dexterity bonus to AC.
·      Major Magic: Increases number of uses of first-level spell as a spell-like ability from 2 to equal to the rogue’s level.
·      Minor Magic: Increases number of uses of 0th-level spell as a spell-like ability from 3/day to unlimited castings.
·      MultitalentedNEW: Rogue can use a rogue talent normally usable only once per day another time.  Gains another extra use at 10th and 18th levels and extra uses can be on different once per day talents.  Does not work with advanced rogue talents.
·      Nimble Climber: Instead of making a climb check with a DC of surface base DC + 10, the rogue makes a Reflex save at the same DC as the original Climb check to avoid falling.
·      Powerful Sneak: Still take the -2 to attack rolls, but reroll 1s on sneak attack damage rather than just treating them as 2s.  Can reroll all sneak attack dice that come up as 1, but get only one reroll.
·      Quick Disable: In addition to complex locks taking only half the time, disable device checks that normally require a full-round action can be performed with a standard action.
·      Resiliency: Doubles temporary hit points gained to twice the rogue’s level.
·      Rogue Crawl: In addition to all previous benefits, the rogue also reduces attack rolls and AC penalties for being prone by 2 (normally to -2).
·      Slow Reactions: No change
·      Stand Up: Rogue can still stand up as a free action that provokes attacks of opportunity, but can also choose to stand up as a swift action that does not provoke.
·      Surprise Attack: In addition to treating all opponents as flat-footed during the surprise round, the rogue adds ½ her rogue level to sneak attack damage during the surprise round.
·      Terrain MasteryUC: When the rogue takes second, third, etc. favored terrains, she no longer gains a +2 bonus for her previously selected favored terrains.  (Only nerf I’ve found yet!)
·      Trap Spotter: No changes.
·      Weapon TrainingUC: No changes.

Danger Sense (replacing Trap Sense)
In addition to +1 on Reflex saves to avoid traps and +1 dodge bonus to AC, the rogue also gains +1 bonus on Perception checks to avoid being surprised.  Rises by another +1 every 3 levels.  Counts as trap sense for qualifying for archetypes.  If another class grants trap sense bonuses, these stack with those.

Debilitating Injury: In addition to a penalty attached to a rogue talent, the rogue can cause negative conditions to affect targets of her successful sneak attacks for 1 round.  Three possible conditions including -2 to AC (bewildered), -2 to attack rolls against the rogue only, reduces target’s movement by half and target cannot take a 5 ft. step.  Penalties don’t stack, but can be extended with more successful sneak attacks.  Creature cannot suffer from more than one penalty form this attack at a time.  FAQ Note: Unclear if this means the creature cannot suffer from more than one of these effects at a time or if the creature cannot suffer from more than one of these effects from each rogue dealing them at a time.  I’d rule the latter.  Healing the creature also ends the effect.

Rogue’s Edge: This new ability is very cool.  It basically incorporates another sub-system allowing PCs to specialize in skills as a rogue class ability.  Each skill gets special uses unlocked at 5, 10, 15, and 20 skill ranks.  Rogue gets this ability at 5th, 10th, 15th, and 20th levels.  Other characters have to use a feat to get skill unlocks.  I’ll cover those in more depth in a later post, but this a great ability!

Advanced Rogue Talents
·      Crippling Strike: No changes
·      Cutting EdgeNEW: Immediately select two more skills for her rogue’s edge ability.  Option to select this multiple times.
·      Deadly Sneak: Instead of traditional ability counting all 1s and 2s on sneak attacks as 3s, rogue now rerolls 1s and 2s.  But, gets only one reroll.  Editorial: I’m 50/50 as to whether this is better than the traditional ability.  The Unchained powerful sneak attack is clearly better, but this one is less clear cut.
·      Defensive Roll: No changes
·      Dispelling Attack: No chanages
·      Double DebilitationNEW: When inflicting penalties using her debilitating injury effect, the rogue can impose two types of penalties instead of just one.
·      Feat: No changes
·      Improved Evasion: No changes
·      Light WalkerNEW: Rogue can move at full speed through difficult terrain and take 5 ft. steps into difficult terrain.  Ledge walker is a prerequisite talent.
·      Master of DisguiseAPG: Use still limited to once per day, but it’s now just a standard action to make the disguise and retain the +10 bonus to the disguise check.
·      Multitalented, GreaterNEW: Allows selecting the multitalented rogue talent again to gain even more uses of once per day talents.  FAQ Note: The text on this ability is really vague.  I think that’s what they mean here, but would to hear other thoughts!
·      Opportunist: Removes the restriction on using Combat Reflexes feat to use this rogue talent to gain more than one attack of opportunity against a struck opponent per round.
·      Quick ShotNEW: Whenever a rogue is holding a readied range weapon and makes an initiative check, she gets a bonus attack as part of the initiative rolling process.  Note: This talent is out of order in the book, appearing between Slippery Mind and Terrain Mastery, Greater.
·      Skill Mastery: Limits skills selected for mastery to only three, but adds all skills for which the rogue has taken rogue’s edge to be counted as well. (i.e., since this talent isn’t usable until 10th level, selecting it at 10th level means a minimum of 4 skills: two from rogue’s edge and two chosen by the PC).
·      Slippery Mind: No changes
·      Terrain Mastery, GreaterNEW: Bonuses in a favored terrain selected through normal rogue talent increases to +4, and then to +6 at 13th level and +8 at 18th level.


Master Strike: Save DC against a master strike is now 10 + ½ rogue’s level + Dexterity modifier instead of Intelligence modifier.

Thursday, May 14, 2015

Pathfinder Unchained's Staggered Advancement

Staggered Advancement

Staggered advancement is Pathfinder Unchained's answer to several of the other systems out there that have implemented systems that involve improving a character's abilities more often than at every level.  Instead of gaining a whole swath of abilities upon advancement, PCs pick up abilities at 25%, 50%, and 75% of the experience to rise in level.  In fact, the bulk of the system's 2 pages are explained in a giant table on pp. 42-43.

How It Works
Our friends at Paizo have broken the benefits you get into a few different baskets.  Easiest are normal class abilities.  PCs pick up their new class abilities when they level up traditionally.  There's no changes here.
Skills:  You pick up half of your skills at halfway to the next level and the other half when you actually level.  Like everything else in RPGs, round down at the halfway point.  So, if you are supposed to pick up seven skill ranks a level, you get 3 at 50% of the way there and the other four when you fully advance.
BAB, Saves, and hit points:  These three are more complicated.  First, you have to figure out how many of them advance per level (note that using fractional bonuses would alleviate this problem).  If only one of them advances, you get it at 75% of the way there.  If two advance, you get them at 50% of the way to the next level and at 75%.  You only use 25%, 50%, and 75% if all three are going to go up.  This is one of my few quibbles with the system.  If you're only raising two, I'd raise them at 25% and 75%.  After all, you're getting skills at 50% anyway.  You advance the full BAB and the full saves, but get only 50% of hp (rounding down like always).  You get the other half of your extra hp when you fully level.

Comparisons: Numenera and 13th Age
There are a couple of other systems that use staggered advancement that make for good advancement.  I also think that they use staggered advancement far more effectively.  13th Age is the easiest because it doesn't use experience at all.  Instead, at pre-determined moments the GM lets characters know that they've advanced a step.  At that time, you check one of the boxes:
That's it.  You check a box each time.  When all the boxes are checked, you advance to the next level.  You have to check all of them before you can move on to checking them again.  So, if you start with a feat, you've got to check all the necessary boxes before you advance to the next level and take another feat.  The game suggests that GMs might want to let characters level all at once sometimes--I highly suggest this for going from 1st to 2nd level.

In Numenera, the Strange and (presumably) the Cypher System writ large, players gain XP by accepting GM intrusions.  The GM decides something interesting (bad) is going to happen and awards the player 2 XP.  The player keeps one, but gives the other to another player at the table.  Players can also earn XP at the end of sessions or at important story points.  Players can spend an XP to reroll any roll.  PCs can also spend 4 XP to gain a benefit: 4 points to allocate amongst your stats, adding one point to one of your character's edge pools, increasing your character's effort score by one, or become trained in a new skill.  Numenera assumes that characters will spend 4XP to do this every level, but it might be fun to raise that by one point a level so that you need 5XP to pick up a benefit at 2nd level, 6XP at 3rd, etc.  This also slows down progression because characters are going to be spending XP on rerolls like drunken sailors anyway!

How Does Pathfinder Unchained's System Stack Up?
In the end, I'm pretty meh on this system.  It just doesn't make much sense in the Pathfinder universe.  Staggered advancement makes a lot more sense in more story-driven systems.  Pathfinder is a statistic-driven system though.  The system feels arbitrary and it's too complicated: the bonuses come at different times and yet they feel too tightly prescribed at the same time.  I wouldn't mind it if my players wanted to use it.  That said, as a player I wouldn't want to!

Wednesday, May 13, 2015

Pathfinder Unchained's Variant Multiclassing System

Variant Multiclassing

Continuing on yesterday’s theme, here’s another review of a sub-system from Pathfinder Unchained.  Following up on yesterday’s theme of multiclassing, here’s a review of the Variant Multiclassing system presented on pages 88-91.  And…it’s a very interesting system.  Variant multiclassing lets a character replace every other feat gained with abilities from a chosen class.  At 3rd, 7th, 11th, 15th, and 19th level, the character picks up abilities from the secondary class. 

The book notes that it would be difficult (but possible) to mix this with traditional multiclassing.  The only real restriction is that a character cannot take actual levels in the secondary class from which they are gaining abilities at 3rd, 7th, etc. levels.  Effectively, this means that a character could gain abilities from three different classes.  Basically, the character would just take levels in two different classes and select a third class from which to receive secondary abilities.  To build that old school 2nd Edition fighter/cleric/mage, a character could start out as a fighter and select wizard as her secondary class.  Then, she would take every other level as a cleric (using the fractional base bonuses system, of course).  I’ll take a look at the options, but it seems like fighter is the best plan for an actual class here because you continue picking up feats.  I’ll have a look at the cleric and wizard secondary class abilities and decide which makes more sense.

The book provides secondary classes for all the classes in the Core Rulebook and the Advanced Players Guide as well as the magus and the gunslinger.  A few thoughts on the classes from the Core Rulebook:

Core Classes
Barbarian:  Lets a character pick up the rage ability at 3rd level as well as evasion at 7th.  You’re only going to pick up one rage power, at 11th level.  At higher levels, DR 3/-- seems attractive as does greater rage, but that’s levels 15 and 19—so not necessarily all that useful.  I’m a little bit meh on making this choice.

Bard: Pick up bardic knowledge at level three but get to use character level instead of bard level to determine the bonuses.  This is a great start.  At 7th level you pick up inspire courage at character level -4, but your rounds of performance is limited to 4 plus Charisma modifier.  Versatile performance is nice at 11th level, especially since the ability allows the PC to reallocate skill ranks in the two associated skills.  Lore master at 15th and additional performances at 19th are okay, but don’t bring a lot to the table that late in the game.  That said, the first three powers on the bard are extremely helpful.  This is a solid choice for a secondary class.

Cleric: Not a solid choice.  At first level, you have to pick your deity (makes sense) but do pick up spontaneous casting for healing spells if the spell list from your other class has cure spells on it.  This is pretty solid.  At 3rd level, you get one of your deity’s 1st level domain powers, but do use it at character level.  You’re not channeling energy until 7th level and even then for very few times per day, although the restrictions become less onerous at the 11th, 15th, and 19th level power ups.  On the bright side, you channel at your character level.  Seems like a solid choice to get healing into a party that doesn’t have it.  But, this won’t mix well with primary classes that lack access to cure spells.  Might be an interesting choice for a bard…

Druid: Learn to speak Druidic (usefulness will vary game to game) at 1st level.  Pick up wild empathy at 3rd level, but use it at character level.  Must take a companion at 7th level and improve it at 11th level.  No wildshaping until 15th level and it’s really limited until 19th level.  Not a very solid choice.

Fighter: Pick up bravery at character level -1, and the first two armor training and weapon trainings.  This isn’t a terrible pick, but it’s not a great one either.  This could be an interesting way to put a thief into better armor but avoid the penalties.

Monk: Restricted to normal monk weapons at first level, even though don’t pick up anything (even Improved Unarmed Strike) until 3rd level.  No ki pool until 11th level, either.  There’s a note here that limits ki to lawful characters only, which implies that the alignment restrictions don’t apply for secondary class choices.  Not much use here, nor is this secondary class that useful.  But, this little change opens up some interesting options for barbarians and for paladins.

Paladin: Pick up aura of good, but the detect evil ability only kicks in at 3rd level and it’s frozen at equivalent to 1st level paladin.  Don’t pick up smite evil until 11th level and then it’s effectively at character level -4.  Do get lay on hands at 7th level.  There are some possibilities here, but I don’t love it.

Ranger: This is a decent option.  You’re picking up tracking at 3rd level, which is meh.  But, you’re picking up favored enemies and terrains at 7th and 11th and quarry at 19th.  Is it worth 5 feats…unclear though.

Rogue: Trapfinding at 3rd level, sneak attack at 7th level (that increases by 1d6 every 4 levels), evasion at 11th, and uncanny dodge and improved uncanny dodge make this a solid choice.  Definitely worth considering.

Sorcerer: Must pick a bloodline at 1st level but can’t use its power till 3rd level.  I’d house rule this restriction away—it’s cooler in the story to have the sorcerer’s abilities manifest and a bloodline can get picked that’s more in tune with what the player has been role-playing.  Pick up bloodline powers at 3rd, 7th, 15th, and 19th levels.  Pick up a bonus bloodline feat at 11th level.  This seems meh to me, but maybe it’s cool to have some sorcerer powers without the spellcasting.  Not as good as rogue or bard, but not terrible either.

Wizard: You’re forced to take a specialty school and are basically restricted to powers from that school.  You pick up a familiar at 3rd level and otherwise it’s powers from the school.  Cantrips as a spell-like ability at will at 11th level seems little and late.

Final Recommendation

I don’t think many of the options in this system are very appealing, with the exception of the bard and the rogue’s abilities.  The others just don’t make up for the 5 feats the character is losing.  Cleric and Paladin might make sense if your core class is fighter—losing only a quarter of your feats isn’t as rough as losing half of them.  As a GM, I think it’s fine to allow this system.  It disrupts very little because you’re essentially designating a pre-determined feat tree.  Players just aren’t getting a lot for choosing to do so.

Tuesday, May 12, 2015

Pathfinder Unchained's Fractional Base Bonuses System

I'm going to do a few posts considering the utility of the new subsystems introduced in Pathfinder Unchained.  I'm doing this for two reasons.  First of all, y'all know I like writing my reviews.  But, I also think that reviewing content creates better mastery over it.  So, I'm going to start with one of my favorite subsystems from pages 40-41...

Fractional Base Bonuses

Each of the classes has an incremental progression for their Base Attack Bonus and saving throws.  BAB rises by 1, ¾, or ½ per level.  Good saves rise by ½ per level, while poor saves rise by 1/3.  The general rule in Pathfinder is to round down.  The Core Rulebook deals with this math by doing it for you.  Your first level wizard’s BAB is +0 in the entry but, mathematically, it’s actually ½.  This isn’t a problem when a character plays the same class as she progresses in levels.

However, it’s a huge disincentive to multiclassing.  It’s also a disincentive to taking prestige classes.  A cleric’s BAB increases by ¾ every level.  A wizard’s rises by only ½.  Under the traditional system, a multiclassing character takes the bonuses granted by her two classes and adds them together.  So, a cleric 1/wizard 1 character takes her cleric BAB (3/4) and rounds it down to 0.  The wizard BAB is also rounded down to 0.  So, a second-level character has a BAB of +0 under this system.

Fixing Base Attack Bonus
Pathfinder Unchained tries to solve this problem by exposing the underlying math.  Rather than rounding and then adding, you add and then you round.  So, our PC’s BAB is ¾ + ½ or 1¼.  Now, we round that number down and, voila!, the wizard 1/cleric 1 character has a +1 BAB.  The character is no longer penalized for deciding to multiclass.  Rather, the character is gaining skills just as a member of her class ought to.

Iterative attacks are also easily dealt with—when a character reaches +6, +11, +16, or +21 BAB, she gains another attack.  Assuming she takes alternating levels in cleric and wizard, our cleric 1/wizard 1 will gain her second attack at cleric 5/wizard 5 with a BAB just over +6.  A cleric gains her second attack at 8th level.  It takes a wizard until 12th level.  Lo and behold!  The average of the two is when the second iterative attack occurs, just as common sense suggests it ought to.

Sensible Saves
Under the traditional rules, saving throws are also a little bit wonky when a PC decides to multiclass.  PCs begin the game with a +2 bonus to their good saving throws, which rise at ½ per level (so, a 1st level character’s good save is actually +2½).  There are two real problems here.  First, under the traditional rules, a character could take a level dip into a class that has her initial class’ bad saves as good saves and effectively get a +2 bonus.  Because the system advances poor saves at +1/3 per level, that’s effectively granting a six level bonus!

Alternately, a character could take a level dip into another class that shares a strong save with her initial class and tack an extra +2 onto her character’s good save—essentially granting 4 levels of good save progression with a single level dip.  This is why many GMs house rule against giving multiclassed characters the extra +2 from their new class’ good saves—which feels fair but also removes one of the few rationales to take a level dip under the traditional rules.

Fractional Base Statistics compensates for this issue as well.  PCs still get the +2 bonus to their initial class’ good saves.  But, after that, it’s all based on fractional progression.  Then the system operates the same way as it does for BAB.  The different class’ bonuses are added together and then rounded down.  Taking a level in a new class doesn’t grant the extra +2 bonus, which feels fair.

Final Verdict
Overall, I like the Fractional Base Bonuses system.  It’s a little more complex than the traditional system, but I don’t think that’s a problem that overshadows its usefulness.  First of all, beginning characters are the ones most likely to be confused by the math in the game.  But, beginning characters aren’t likely to want to play multiclassed characters anyway—some of them won’t even realize the option is available.  The math can be a little complicated, but the table on p. 41 means that calculating new BAB and saving throws requires little more than the ability to add up fractions with bases quarters, halves and (not technically fractions) whole numbers.  That’s not a heavy lift.  The fractional BAB system works well and the saving throw system compensates for some strange results that multiclassing under the traditional system.  On balance, it’s a tiny bit more complicated in exchange for incredibly superior results.  Fractional Bases Bonuses, welcome to my table.  You’re in!

Monday, May 11, 2015

I'm Back, GenCon Events are up, and my GenCon Events

So, I turned in my last exam for the semester today, and I'm back.  I'm thrilled to see that my viewership hasn't totally died.  Thanks for visiting, guys!  I stop my exam studying madness but putting together campaign content, so I should have some good stuff for y'all in the coming days.  Also, I've got some good reviews pre-done that just have to get transferred from notes to actual posts.  Looking forward to it!

Gencon
Most important gaming announcement today: GenCon events are up for viewing TODAY!  Be sure to put in your choices before the lottery noon Eastern on Sunday, May 17.  It's up in the air whether or not my friend may be able to join me--so if you're interested in getting tickets together for one of the Paizo specials, let me know!

My GenCon Events
I've volunteered to GM events for Pelgrane Press's 13th Age system.  If any of you are interested in sitting at one of my tables, I've put together a little schedule with my games.  Hope to see you at my table.  And, if you are playing at one of my tables, let me know with an email or a comment!


Code
Scenario
Date
Start Time
End Time
RPG1575267
Caverns and Cave Creepers
Thursday
10:00 a.m.
12:00 p.m.
RPG1572190
Wyrd of the Wild Wood: Ever Deeper into the Wild Wood
Thursday
12:00 p.m.
2:00 p.m.
RPG1572191
Wyrd of the Wild Wood: The Tower of Alamede
Thursday
2:00 p.m.
4:00 p.m.
RPG1572192
Wyrd of the Wild Wood: The Green Shadows
Thursday
4:00 p.m.
6:00 p.m.
RPG1572195
Shadowport Shuffle: Deep in the Red
Friday
10:00 a.m.
12:00 p.m.
RPG1572196
Shadowport Shuffle: This Place Grows on You
Friday
12:00 p.m.
2:00 p.m.
RPG1572197
Shadowport Shuffle: The Carnival Caper
Friday
2:00 p.m.
4:00 p.m.
RPG1575268
Caverns and Cave Creepers
Friday
4:00 p.m.
6:00 p.m.