Zombie

1970Zombie's page

Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber. **** Pathfinder Society GM. 435 posts. 3 reviews. No lists. No wishlists. 33 Organized Play characters.


Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Not sure that I love the new card layout. Something just seems wrong. It may be the header/footer colors. They are very distinct and in your face.

I am not impressed by the art on the card either. I prefer my artwork to be more crisp. The image on the blessing appears soft and muddy to me.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Qstor wrote:

ENworld has them all as pdfs.

Pregens

These are different from the ones that were used at Gen Con (the content of the sheets is different). There may also be more variety. The characters we had at our Rose Street Revenge table were a different mix. We had Amiri and Seoni available but no Ezren or Seelah.

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

When I run I try to have my games reported within a day or so. It only takes a few minutes to do.

When I am a player, I would expect that a game should be reported within a month of when the session was played (give or take a week) regardless of if it was a regular weekly session, a game day or a convention. Mostly this expectation has been met but there have been times when it has not. I know that the paper chronicles are the official record but it is nice to be able to see all my sessions online.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Theryon Stormrune wrote:
1970Zombie wrote:

What I would find interesting is additional adventure decks that utilize an existing Base sets. It would be cool to get even more play out of the boxes than the original Adventure Path and now the organized play adventures currently offer.

This would also be a way to offer some Adventure Deck 7s (or higher).

You saw this, right?

I did and I think it might work out well. I was thinking of ways to get additional content. For instance, I could see an Adventure 7 based off of The Witchwar Legacy or The Moonscar to be used with the RotRL base set would be great.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

What I would find interesting is additional adventure decks that utilize an existing Base sets. It would be cool to get even more play out of the boxes than the original Adventure Path and now the organized play adventures currently offer.

This would also be a way to offer some Adventure Deck 7s (or higher).

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

How may dice would Alain get in his dice pool when using Donahan and the Lance for a Combat check?

The Lance gives Strength or Melee + 1d8. You can add another d6 if you discard it. Further on it says that you may reveal a card with the Mount trait (which Donahan has) to add another 1d8 if it is the first combat check of the turn. Assuming that Alain meets all the conditions I believe that he should get 1d10+2+1d8+1d6+1d8.

Can he then put Donahan on top of his deck to gain another 1d8 or does the fact that he was revealed earlier prevent this action?

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Brian Lefebvre wrote:

The functionality of a two handed weapon doesn't change. The change is to the modifier granted by the class ability. So just being a two handed weapon doesn't meet the conditions to trade back equipment at full value under the blog rules.

Now the only weapon ability that I can think of that interacts with rage is Furious. The basic power of boosting the enhancement mod of the weapon by +2 still works with unchained rage, but I don't know if the secondary powers to add modifiers to rage skills(climb, jump, etc) still functions. Because I don't have the text for unchained rage to compare. If the secondary power is broken or redundant with unchained rage, the furious weapon could be traded back for full value. If the secondary power functions with unchained rage. Then again the Furious weapon does not meet the conditions in the blog to be eligible to be traded in at full value.

Two-handed weapons benefit from 1.5x STR bonus to damage. If the STR attribute is no longer getting modified, the two-handed weapon is also being impacted by the barbarian class changes. Thus, it seems to fall under the wings of the blog post conditions.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Will there be 6 (or more) pregens to go with this adventure? I am assuming yes as the current PFS table size assumption is 6 players.

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

You get to check off a quest for every one that you run. You can run the same quest over and over and check off different quests. Once you have achieved 6 quests run, that chronicle is maxed out and you should start a new one.

You must apply the chronicle to a 1st level PC.

You do get XP, PP, GP and boons as appropriate to the number of quests that you have run.

Grand Lodge 4/5

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YogoZuno wrote:

Doesn't everybody get to go to cons? (says the guy who has been to exactly 2 PFS cons...)

And now that I have the Extended Narrative boon...worst formatting ever! Can somebody please confirm how many scenarios I require for each star? I'm honestly not entirely sure if the heading text is on or beneath the line...

There are 19 lines on the chronicle. I believe it is:

run 2 to re-earn replay for your 1st star.
run 3 more for 2nd star.
run 4 more for 3rd star.
run 5 more for 4th star.
run 5 more for 5th star.

Grand Lodge 4/5

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The Fourth Horseman wrote:
On a side note, I support the idea of a test 9-13 or 11-15 scenario to gauge interest, and hopefully, with some success, we can expand high level play a bit.

The problem with doing that is that you would take away limited resources from working on much needed tier 1-5 scenarios. Paizo has already admitted that they need to produce more scenarios and that it is not possible at this time.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
TClifford wrote:
1970Zombie wrote:

For my 2 cp I would think that the Blessing could only be used on spells which allow you to make a check.

Adding a bonus to a skill which indirectly impacts a check and then adding dice to the check seems against the spirit of the blessing cards. Any blessing can be used to add a single die to a check. Every instance of a blessing seems to indicate a specific type of check for the use of the second bonus power.

To put it another way, if there is no check required to cast a spell then no dice can be added. It is similar to cards that let you auto succeed or defeat. No check is rolled and no blessing can be used.

That is pretty much a no brainer. If there is no check to make then there is no dice to use, so there is no reason or ability to use any blessing.

The part you are missing is that the spells in question do not require checks so there is no target check for the BoP to add dice toward. It does not make sense that you would add 2 dice to Valeros's combat chect becasue Ezren cast Strength on the fighter. The check being modified in that example is likely a Strength/Melee Combat Check not a spell. The card does not say "Discard this card to add 2 dice to a check which has had a spell played upon it."

All the basic blessing seem to have a focus on one type of check. Blessing of Lamashtu works on any check to defeat a monster. This could be added to a Strength/Melee, Dexerity/Ranged, Arcane, Divine or other unusual combat check against a monster.

The second power of BoP says:

"Discard this card to add 2 dice to a check when playing a spell."

It seems to me that this is saying that the blessing only adds bonus dice to a check that is initiated by playing a spell. i.e. The Combat check when Ezren casts a Scorching Ray. BoP would also apply to Seoni's blast power as it counts as playing a spell.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
supercali5 wrote:

Mike,

Having spent $50+ on the game, I do feel a little let down that these issues, along with so much on-card and rulebook errata, weren't playtested.

Speaking as one of the play testers, the game did not change much from the end of the playtest. In fact may of our suggestions and many card changes discovered during the playtest were incorporated into the game. The concept of making some monster banes harder as you add adventure decks, removal of earlier cards as you add adventure decks, online character sheets so that you do not have to mark up your cards, and variant character powers as they increase in “level” were all direct results of the play testing. The few "mistakes" that I have seen have been typo, layout or omission type problems.

As this is a different kind of game, the rules seem to be the most difficult for new players to grasp. Unlike most card/board games, the play is not competitive and it is not always linear. You have a variety of options and challenges that could be faced turn to turn and scenario to scenario.

Fundamentally the game is solid and very flexible. As time moves forward and additional material becomes available, I think this will become even more apparent.

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Sandpoint Infiltration – This scenario should be played after the characters have completed the Burnt Offerings adventure.

The heroes have received information indicating that foul shapechangers have recently infiltrated the town of Sandpoint. Longtime friends and allies may not be whom they appear to be. Investigate the town and interview its citizens. Root out the infiltrators to restore order and peace of mind to the citizens of Sandpoint.

Set up: Treat the Ambush, Goblin Raid and Skeleton Horde barrier cards as if they were the new card Doppelganger Ambush. Use any Villain card to represent the new card Doppelganger Leader. Use any Henchman card to represent the new card Doppelganger Agent. Treat this scenario as if it were from Adventure Deck 1.

Players | Locations:
1 Town Square
1 Village House
1 City Gate
2 The Rusty Dragon
3 Waterfront
4 Prison
5 Guard Tower
6 Sandpoint Cathedral

Villain: Doppelganger Leader

Henchmen: Doppelganger

During This Scenario: Add 2 to your checks to acquire allies.

Reward: Each character chooses a type of boon other than loot, then draws a random card of that type from the box.

----------------------------------------------------------------------

New Cards

----------------------------------------------------------------------

Doppelganger Ambush

Barrier

Type: None

Traits: Elite

Check to Defeat: None

Powers: Summon and encounter a Doppelganger Agent henchman; banish this card.

---------------------------------------------------------------------

Doppelganger Agent

Henchman

Type: Monster

Traits: Doppelganger, Shapechanger

Check to Defeat: Combat 11

Powers: The difficulty to defeat the Doppelganger Agent is increased by the adventure deck number of the current scenario, if any.

Before the encounter, discard a random ally from your hand.

If defeated, you may immediately attempt to close the location.

---------------------------------------------------------------------

Doppelganger Leader

Villain

Type: Monster

Traits: Doppelganger, Shapechanger

Check to Defeat: Combat 13

Powers: Before the encounter, each other character at your location must summon and encounter a Doppelganger Agent henchman.

Before the encounter, banish a random ally from your hand.

The difficulty to defeat the Doppelganger Leader is increased by the adventure deck number of the current scenario, if any.

Grand Lodge 4/5

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The Guide already does a pretty good job of covering these types of situations. I do not see the need to be overly harsh in the clearing of conditions. Nothing in the current guide as is suggests anything close to what Mike has recently ruled. Impaired conditions were always intended to be carried over.

What was not intended was someone trying to loophole the rules. I think that falls squarely under “Don’t Be a Jerk”.

The three relevant sections of the Guide are:

Conditions, Death, and Expendables pp. 23-24:

Conditions, Death, and Expendables

When playing your own character, all conditions (including death) not resolved within the scenario or module carry beyond the end of the adventure. Likewise, any wealth spent or resources expended during the course of the adventure are tracked and must be recorded on the Chronicle sheet.

All diseases must be resolved at the table. The character will either be cured or dead. Diseases which result in a character’s ability score (aside from Constitution) being reduced to 0 must be cured or the character will become unplayable. An unplayable character should be marked as dead when reporting the session. See additional rules under Dealing with Afflictions in Chapter 7 of this document.

Death is a part of any roleplaying game, and unfortunately it can happen in Pathfinder Society Organized Play just like in a regular Pathfinder RPG game session. The basic rule for Pathfinder Society is that if a PC dies during the course of a scenario, he can be raised by a PC of appropriate class and level seated at his table (paying all expected costs), he can be raised by an NPC in an appropriately sized settlement (see “Purchasing Spellcasting Services”), or he can be raised by his faction if he has sufficient Prestige Points.

If a PC cannot be raised from the dead during or immediately after the scenario in which he died, that PC is dead and removed from play. In this instance, the GM reports that the character in question died during the course of play on the tracking sheet provided with the scenario and on the character’s Chronicle for that scenario, and the player will need to make a new 1st-level character to continue play in Pathfinder Society. Please note that players can (and are encouraged to) share or pool their resources in order to bring a dead party member back to life. They may not, however, pool Prestige Points to do so, even if they’re from the same faction. PCs can also sell off gear, including the dead character’s gear, at 50% of its listed value to raise money to purchase a spell that will return their slain ally from the dead, though they can only do so in a settlement and they cannot sell off any items found during the current scenario that they haven’t purchased. PCs who die during a scenario and are raised receive full XP for that scenario, so long as they completed at least three encounters.

PCs who do not return to the realm of the living receive no XP, 0 Prestige Points, 0 gp, and no boons for the scenario in which they died.

Spells pp. 25-26:

Spells

The following spells found in the Core Rulebook are not legal for play and may never be used, found, purchased, or learned in any form by PCs playing Pathfinder Society Scenarios: awaken, permanency, and reincarnate.

All spells and effects end at the end of a scenario with the following exceptions:
• Spells and effects with permanent or instantaneous duration that heal damage or remove harmful conditions remain in effect at the end of the scenario.
• Afflictions and harmful conditions obtained during a scenario remain until healed and carry over from scenario to scenario.
• A character may have one each of the following spells that carries overs from scenario to scenario: continual flame, masterwork transformation, secret chest, and secret page.

Dealing with Afflictions p.39:

Dealing with Afflictions

At the end of a scenario, a PC may have been afflicted with any number of possible conditions, such as blindness, curses, deafness, diseases, and poison. Verify that the player recorded any conditions in the Items Sold/Conditions Gained box on his Chronicle sheet and initial next to what he wrote (see below). It’s specifically important that conditions be written legibly so the player and subsequent GMs can understand them. If the PC purchased the casting of a spell to clear the condition, you need to make sure the player recorded that information in the Items Bought/Conditions Cleared box at the bottom of the Chronicle sheet. If another PC cleared the condition by casting a spell, this information should be listed in the Items Bought/Conditions Cleared box, but with a 0 gp value and the casting character’s full Pathfinder Society Number (XXXX-XX) written in next to the spell’s name. If a character resolved a condition gained during a previous scenario during this one, check that the condition is listed as cleared under Items Bought/Conditions Cleared on the Chronicle sheet for this scenario, and verify that the cost for resolving it or the PC who cleared it has been recorded.

Note: Any diseases or afflictions a PC has obtained must be resolved at the table once the game ends as explained in Chapter 5 of this document.

I only see the need for a few clarifications.

Ability score damage, ability score drain and energy drain and negative levels are not specifically called out in the guide. Ability score damage will heal over time and should be treated like hit point damage. It does not carry over from scenario to scenario. Ability score drain should carry over if not resolved at the end of the scenario. Energy drain and negative levels are also conditions. They should also be allowed to carry over from scenario to scenario. Maybe the guide could benefit from specifically mentioning these cases.

I suggest changing the second bullet point under the Spells section to read as something like:

“Permanent afflictions and harmful conditions caused by spells obtained during a scenario remain until healed, dispelled, removed or reversed as appropriate and carry over from scenario to scenario. If an affliction or harmful condition makes the PC unplayable, such as baleful polymorph or flesh to stone, the PC should be marked as dead when reporting the session. An animal companion or familiar in a similar condition should be considered dead.”

Afflictions are specifically called out in the CRB and are made up of curses, diseases and poisons. Baleful Polymorph is listed under the curses sub-section on p. 556 as “Baleful Polymorph Spell”. The dispel magic spell would not work to cure the affliction as it is permanent effect and is not an ongoing spell. Once it is cast and the initial save is passed or failed, the spell is over. A remove curse of break enchantment spell would be required to remove instead.

Grand Lodge 4/5

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Are there plans to eventual publish the Ruins of Bonekeep megadungeon and the "new adventures never before offered for Beginner Box characters of 3rd level"?

Grand Lodge 4/5

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To pick up where Doug left off ...

Tier 1-5
3-18 The God's Market Gamble 1st to 5th
3-19 The Icebound Outpost 1st to 5th
3-21 The Temple of Empyreal Enlightenment 1st to 5th
3-23 The Goblinblood Dead 1st to 5th
3-EX The Cyphermage Dilemma 1st to 5th
4-01 Rise of the Goblin Guild 1st to 5th
4-07 Severing Ties 1st to 5th

Tier 3-7

3-16 The Midnight Mauler 3rd to 7th
3-25 Storming the Diamond Gate 3rd to 7th
4-02 In Wrath’s Shadow 3rd to 7th
4-05 The Sanos Abduction 3rd to 7th

Tier 5-9

3-15 The Haunting of Hinojai 5th to 9th
3-24 The Golden Serpent 5th to 9th
4-03 The Golemworks Incident 5th to 9th
4-06 The Green Market 5th to 9th

Tier 7-11

3-17 Red Harvest 7th to 11th
3-20 The Rats of Round Mountain—Part I: The Sundered Path 7th to 11th
3-22 The Rats of Round Mountain—Part II: Pagoda of the Rat 7th to 11th
3-26 Portal of the Sacred Rune 7th to 11th
4-04 King of the Storval Stairs 7th to 11th
4-08 The Cultist's Kiss 7th to 11th

Special Events

4-PSS Race for the Runecarved Key 1st to 12th+

Sanction Modules

The Murder's Mark 1st to 2nd
The Midnight Mirror 3rd to 5th
Dawn of the Scarlet Sun 4th to 6th
No Response from Deepmar 7th to 9th
Ruby Phoenix Tournament 10th to 12th
Module Moonscar 15th to 17th

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Swarmbane Clasp from Ultimate Equipment is also very handy. It costs 3,000 GP but it allows the character without area effect attacks to effectively damage swarms and auto saves vs. the swarm's distraction ability.

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Should the PFS rule about no evil characters extend to familiars and animal companions? Could the imps in question not be neutral versions of the creatures shaped by their master's nature rather than the racial, societal norms? (nature vs. nurture)

If this tweak were implemented, this issue, not all paladin conflicts, should go away.

Now a summoner or caster summoning evil outsiders with Monster Summoning would be another issue all together ...

Grand Lodge

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Specific books and scrolls that are great works of the time and history. Also field guides and reference books. These items could apply bonuses to skill checks when referenced.

Along those lines, how about a listing of the known volumes of the Pathfinder Society Chronicles and a synopsis of their contents.

Sports/recreation equipment. Toys and models. Board games.

Feed costs for various mounts, familiars and companions.

Grand Lodge

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"They have a Cave Troll."

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

One of my players recently commented upon getting location specific boons that they never seem to come up again. I told him that many times adventures take place in the same location. That got me curious to see how true it was so I set out to find out.

Based on my personal knowledge and some investigation, I believe the following to reflect the location of all the current and soon to be published, authorized for play PFS scenarios and modules. A ? has been inserted where I did not know a City/Locationand/or Region.

Season 0

Spoiler:

# Name - City or Location - Region
1 Silent Tide - Absolom - Isle of Kortos
2 The Hydra's Fang Incident - Diobel - Isle of Kortos
3 Murder on the Silken Caravan - Katheer - Qadira
4 The Frozen Fingers of Midnight - Absolom - Isle of Kortos
5 Mists of Mwangi - Absolom - Isle of Kortos
6 Black Waters - Absolom - Isle of Kortos
7 Among the Living - Oppara - Taldor
8 Slaves Pits of Absalom - Absolom - Isle of Kortos
13 The Prince of Augustana - Augustana - Andoran
14 Many Fortunes of Grandmaster Torch - Sedeq - Qadira
16 To Scale the Dragon - Fog Peaks - Galt
17 Perils of the Pirate Pact - Deadbridge - River Kingdoms
20 King Xeros of Old Azlant - Absolom - Isle of Kortos
22 Fingerprints of the Fiend - Rachikan - Cheliax
23 Tide of the Morning - Verduran Forest - Andoran
24 Decline of Glory - Golsifar - Taldor
26 Lost at Bitter End - Bitter End - Geb
27 Our Lady of Silver - Katheer - Qadira
28 Lyrics of Extinction - Dokeran - Mwangi Expanse

Season 1
Spoiler:

# Name - City or Location - Region
29 The Devil We Know, Part I - Shipyard Rats - Cassomir - Taldor
30 The Devil We Know, Part II - Cassomir's Locker - Cassomir - Taldor
31 Sniper in the Deep - Absolom - Isle of Kortos
32 Drow of the Darkland's Pyramid - ? - ?
33 Assault on the Kingdom of the Impossible - ? - Jalmeray
34 Encounter at the Drowning Stones - Drowning Stones - Mwangi Expanse
35 Voice in the Void - Absolom - Isle of Kortos
36 Echoes of the Everwar, Pt I - Prisoner of Skull Hill - Skull Hill - Hold of Belkzen
37 The Beggars Pearl - Aspodell Mountains - Andoran
38 No Plunder, No Pay - ? - Sodden Lands
39 The Citadel of Flame - Meraz Desert - Qadira
40 Hall of Drunken Heroes - Absolom - Isle of Kortos
41 The Devil We Know-Pt3: Crypt of Fools - Cassomir - Taldor
42 Echoes of the Everwar-Pt2:Watcher of Ages - Collapsed Halls - Cheliax
43 The Pallid Plague - Falcon's Hollow - Andoran
44 Echoes of the Everwar-Pt3: Terror at Whistledown - Whistledown - Varasia
45 Delirium's Tangle - Absolom - Isle of Kortos
46 Eyes of the Ten-Pt1: Requiem for the Red Raven - ? - Galt
47 The Darkest Vengeance - Karcau - Ustalav
48 The Devil We Know-Pt4: Rules of the Swift - Cassomir - Taldor
49 Among the Dead - Oppara - Taldor
50 Fortune's Blight - Sevenarches - River Kingdoms
51 City of Strangers-Pt1: The Shadow Gambit - Kaer Maga - Varasia
52 City of Strangers-Pt2: The Twofold Demise - Kaer Maga - Varasia
53 Echoes of the Everwar-Pt4: The Faithless Dead - Sothis - Osirion
54 Eyes of the Ten, Part II: The Maze of the Open Road - ? - Cheliax/Mwangi Expanse
55 The Infernal Vault - Absolom - Isle of Kortos
56 The Jester's Fraud - Tandak Plains - Taldor

Season 2
Spoiler:

# Name - City or Location - Region
2-01 Before the Dawn - Part I: The Bloodcove Disguise - Bloodcove - Mwangi Expanse
2-02 Before the Dawn - Part II: Rescue at Azlant Ridge - Azlant Ridge - Mwangi Expanse
2-03 The Rebel's Ransom - Sothis - Osirion
2-04 Shadows Fall on Absalom - Absolom - Isle of Kortos
2-05 Eyes of the Ten - Part III: Red Revolution - ? - Planet of Akiton
2-06 The Heresy of Man - Part I: The First Heresy - Manaket - Rahadoum
2-07 The Heresy of Man - Part II: Where the Dark Things Sleep - Manaket - Rahadoum
2-08 The Sarkorian Prophecy - ? - Worldwound
2-09 The Heresy of Man - Part III: Beneath Forgotten Sands - Manaket - Rahadoum
2-10 Fury of the Fiend - Rachikan - Cheliax
2-11 The Penumbra Accords - Absolom - Isle of Kortos
2-12 Below the Silver Tarn - Stom's Claim - Nidal
2-13 Murder on the Throaty Mermaid - ? - Arcadian Ocean
2-14 The Chasm of Screams - Mindspin Mountains - Nirmathas
2-15 Shades of Ice - Part I: Written in Blood - Trollheim - Lands of the Linnorm Kings
2-16 The Flesh Collector - ? - Nex
2-17 Shades of Ice - Part II: Exiles of Winter Whitethrone - Irrisen
2-18 The Forbidden Furnace of Forgotten Koor - Koor - Qadira
2-19 Shades of Ice - Part III: Keep of the Huskarl King - Tusk Montains - Realm of the Mammoth Lords
2-20 Wrath of the Accursed - Sothis - Osirion
2-21 The Dalsine Affair - Oppara - Taldor
2-22 Eyes of the Ten - Part IV: Nothing Ventured, Nothing Gained - Absolom - Isle of Kortos
2-23 Shadow's Last Stand—Part I: At Shadow's Door - Almas - Andoran
2-24 Shadow's Last Stand—Part II: Web of Corruption - Almas - Andoran
2-25 You Only Die Twice - ? - Geb
2-26 The Mantis's Prey - Absolom - Isle of Kortos
2-EX The Midnight Mauler - Ardis - Ustalav
2-PSS Pathfinder Society Special: Year of the Shadow Lodge - Absolom - Isle of Kortos

Season 3
Spoiler:

# Name - City or Location - Region
3-01 The Frostfur Captives - ? - Irrisen/Lands of the Linnorm Kings
3-02 Sewer Dragons of Absalom - Absolom - Isle of Kortos
3-03 The Ghenett Manor Gauntlet - Katapesh - Katapesh
3-04 The Kortos Envoy - ? - Isle of Kortos
3-05 Tide of Twilight - Verduran Forest - Taldor
3-06 Song of the Sea Witch - Absolom - Isle of Kortos
3-07 Echoes of the Overwatched - Absolom - Isle of Kortos
3-08 Among the Gods - Antios's Crown - Taldor
3-09 The Quest for Perfection—Part I: The Edge of Heaven - Wall of Heaven Mountains - Tian Xai
3-10 The Immortal Conundrum - Absolom - Isle of Kortos
3-11 The Quest for Perfection—Part II: On Hostile Waters - ? - Shokuro
3-12 Wonders in the Weave—Part I: The Dog Pharaoh's Tomb - ? - An isolated demiplane
3-13 The Quest for Perfection—Part III: Defenders of Nesting Swallow - Nesting Swallow - Shokuro
3-14 Wonders in the Weave—Part II: Snakes in the Fold - ? - An isolated demiplane
Intro 1 First Steps—Part I: In Service to Lore - Absolom - Isle of Kortos
Intro 2 First Steps—Part II: To Delve the Dungeon Deep - Absolom - Isle of Kortos
Intro 3 First Steps—Part III: A Vision of Betrayal - Absolom/Escadar - Isle of Kortos/Isle of Erran
3-PSS Pathfinder Society Special: Blood Under Absalom - Absolom - Isle of Kortos

Module/Quest
Spoiler:

Name - City or Location - Region
Crypt of the Everflame - Kassen - Nirmathas
Carrion Hill - Carrion Hill - Ustalav
Masks of the Living God - Tamran - Nirmathas
Realm of the Fellnight Queen - Bellis - Andoran
City of Golden Death - Xin-Grafar - Isle of Terror
From Shore to Sea - Blackcove - Cheliax
Master of the Fallen Fortress - Absolom - Isle of Kortos
Curse of the Riven Sky - ? - Lands of the Linnorm Kings
The Godsmouth Heresy - Kaer Maga - Varasia
Cult of the Ebon Destroyers - Niswan - Jalmeray
Tomb of the Iron Medusa - Zimar - Taldor
Academy of Secrets - Korvosa - Varasia
We Be Goblins! - Brinestump Marsh - Varasia
The Harrowing - ? - Harrowed Realm
Feast of Ravenmoor - Ravenmoor - Varasia
Ambush in Absalom - Absolom - Isle of Kortos

How does this look? Can anyone help fill in the blanks?

Grand Lodge 4/5

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Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

As this item is part of an official PFS scenario, why is it not just added to the list of items that can be purchased?

It may not appear on the chronicle, as you cannot take it and sell it but someone created it to begin with. That knowledge should be out in the greater community. 75GP for a neat character quirk seems reasonable. Correct me if I am wrong but there is no real game effect other than being cool.