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Marcos Farabellus

Azmyth's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 543 posts. 1 review. 2 lists. 2 wishlists. 15 Pathfinder Society characters. 1 alias.


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Grand Lodge

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I know folks are inclined to use these terms when describing the new rules, but I've seen no example on any printed or electronic product that uses either term (post play-test).

Whenever I talk to anyone about the game, I deliberately avoid calling it anything other than D&D. I believe that deploying that kind of language perpetuates the mentality of edition wars and community polarity around them.

Think Globally.
Start Locally.

(Yes, btw if you're interested, I am playing the new D&D)

Grand Lodge

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I'm not trying to provoke Druid-lovers into debate...
I'm not trying to entice you to convince me otherwise...

+++

For the last six years, I have played PFRPG exclusively:
Three Adventure Paths completed, two playing and one as GM.
In my KM campaign, I had one play to 16th level. She was mostly flavor and build, so no min/max or power play. The second is currently playing in my Wardens of the Newborn Forge game, started at 12th level and is 100% optimized for power play. He tanks better than our fighter, has an impossible to hit AC and is immune to critical hits.

The Druid class experienced a complete metamorphosis from 3.5 to PF.
In DnD it was primarily a flavor class. In PF it has become an unparalleled power house of imbalance!

* Wild Shaping into 3x3 elemental/creatures at high level is pure stupidity and continues to ruin every encounter by allowing the player to ignore spacial constraints and the setting's design. If I wanted a monster in the party, I would have allowed the Summoner class!

In the past, I was fine with banning some of the newer (APG) classes that Paizo created. Now it's the Druid's turn to get pummeled with the ban-hammer. Moving forward, I will never again allow a Druid beyond 10th level in any of my games. They are completely off the negotiating table for AP play, unless the player is willing to give up the Wild Shape ability.

Grand Lodge

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We're planning a re-boot this summer.

Bringing on some help to handle the burden of promotion and production, so Steel & I can concentrate on creative development.

I even had a talk with Research at the last Con about joining us for it.
We'll see...

Grand Lodge *****

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KublaCon was an overwhelming success!

THANK YOU! THANK YOU! THANK YOU!

* To all my GM's!!!! Without your efforts and hard work, we wouldn't be.

* Andrea Brandt is a Super-Duper Rock Star Organizer! I said it many times during the weekend that Andi was the backbone of our program and really ran the show, I was just a pretty face! ;)

* Euan thank you for lending your leadership, calm demeanor and wit to HQ. I look forward to seeing you back at the tables soon!

* Markus for being the best Props Master a Venture Captain could hope for.
Your beautiful creations continue to elevate our program and bring happiness to our players!

* Painlord for your continued dedication, investment and care for this community.

* Brent Holtsberry for providing the AV elements for our Monday morning Special and helping me Overlord!

* Erik Mona for being our Guest of Honor and running an epic 18 hour marathon of Kings of Absalom.
(I'll save the video from Karaoke night in case we want to watch it together) :o

* To the GM's that ran PFS & PACG for the Young Players & Teen Tracks!

* To our community, for which this labor of love and dedication is for.
Everyone would like to think that their community is best.

I don't think, I know!

Grand Lodge

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I agree with trying to get the players more involved beyond rolling dice, but not all of your conclusions about the skill.
Here's an article from Paper and Pencil dot com from 2012 that discusses (at length) the Perception skill in PF.

OVERVIEW OF PATHFINDER’S SKILLS: PERCEPTION

I doubt there is any skill quite so divisive as perception. I hardly feel qualified to assess it. So many dozens or hundreds of men and women much more experienced than I have spent so many forum threads and blog posts debating back and forth over the issue of perception that I feel presumptuous even attempting to resolve it. But that’s what I signed up for when I said I was going to begin this series of posts, and I’m not going to back out now, so here we go.

If you recall from earlier in this series, I believe disguise and escape artist are two skills which should be house ruled out of the game because they are needed so incredibly infrequently as to be useless. Well, if those skills commit the sin of a deficient frequency, then perception commits the sin of excessive frequency. The skill is so frequently called for, and so necessary, that -C uses the term “Skill Tax” to describe it. Putting points into perception is more of a requirement, than an option. And if something is a requirement for effective play, why clutter up the skills list by giving players the illusion of a choice?

But I’m getting ahead of myself. If you’d like to have perception torn to pieces in front of your very eyes, read -C’s two posts linked above. He’s done a superb job highlighting the problems with this skill, and I feel no need to repeat that task. As daunting as it is to attempt to resolve the problems with perception, I have no qualms about stating quite firmly: perception does have problems.

Pathfinder uses perception in two different ways: one which I’ll call active, another which I’ll call passive. Active perception checks are generally requested by the player. “I’d like to make a perception check to search this room,” or “I’d like to listen intently for someone sneaking up on me.” Active perception checks occur when the character is primarily engaged in the act of looking, listening, smelling, feeling, or tasting. Passive perception checks (sometimes called “reactive”) most often occur without the player’s knowledge. They are rolled by the GM, in secret, to determine whether or not a character is able to perceive something. This might happen when there is a faint scent of cooking coming from behind a door, or if someone is attempting to move without the player’s noticing them. Passive perception checks are useful for information which the players might not be looking for specifically, but which the characters might nevertheless notice and find useful if they’re alert.

Pathfinder is actually pretty vague about when a perception check should be rolled, and what information a player should be able to gain from it. As such, we can’t exactly blame the game for the fact that many GMs and players use it as a substitute for creating & interacting with an actual environment. However, the game would function better if it presented a more focused version of this skill. In the hopes of correcting this oversight, I've broken perception down into its component parts. Below are the various uses I've seen for perception, and my attempts to work out what the skill should apply to, and what it shouldn't.

Active Perception: Primarily used to find hidden treasure, discover secret doors, and avoid traps.

If a room contains treasure, that treasure is either obvious, or not. Obvious treasure, such as that found in a chest, on the body of a foe, or simply laying on the floor, should never require a perception roll to find. So long as the players say they’re searching the body, or opening the chest, they should be allowed to find the treasure.I would hope that was self evident. If a treasure is not obvious, then the players ought to be forced to look for it if they want to find it. The GM should describe the environment the players are in, and if they feel there may be treasure present, they can describe to the GM where they look for it.

What could possibly be gained by having the players roll to discover non-obvious treasure? If their roll succeeds and they find the treasure, then it’s not functionally different from obvious treasure. It simply required the extra step of rolling a die. If, on the other hand, their roll fails and they don’t find the treasure, then the treasure effectively does not exist, because they can’t find it. It’s not as though it’s fun for a player to simply be aware that treasure was hidden before they found it. What is fun is the process of finding that hidden treasure. Coming up with the idea to search for loose bricks on the wall, and being rewarded by finding a bag of 30 gold is a lot more fun than entering a room, rolling a die, and being told you found 30 gold behind a loose stone.

Locating secret doors is somewhat different from finding non-obvious treasure in two important ways. First, the hiding place of even the most well hidden treasure ought to be mentioned in the room’s description. If it’s not, then the players have no way to know where to search That doesn't mean you need to drop obvious hints, simply that it’s not fair to hide treasure under a bed without telling the players that the room contains a bed. On the other hand, secret doors are most commonly built directly into the walls or floors. Since those are present everywhere, there’s no good way for players to search for secret passages intelligently. The second difference is that treasure is an end unto itself. It, along with experience points, is how players are rewarded for successful play. Secret doors, on the other hand, exist only as a means to an end. That end being whatever lies beyond the door. Though the joy of discovery shouldn't be discounted.

Given those differences, I think it is reasonable to allow players to roll perception checks to discover hidden doors. The area for such a perception roll should be relatively small–perhaps 15ft square, centered on the character. Some characters could even be allowed to find hidden doors with a passive perception check, if they passed within 10 feet of it. Traditionally this is an ability which was given to elves, but perhaps it would be better if anyone with 5 ranks or more in perception was given the chance to automatically discover hidden doors. Reducing the act of finding a hidden door to a roll does come with a danger, however. If the entirety of the interaction is rolling to look for a door, finding a door, opening the door, and going through the door; how is that any different from rolling to find non-obvious treasure?

I would propose that a perception roll allows players to, as -C puts it “learn the location of the secret door but not how to open it.” Once they know the door is there, the players are free to attempt to bash it down if they wish. Though in some cases that may be pretty difficult. Alternatively, the players can search for the mechanism within the room which opens the door. Perhaps a loose stone needs to be pushed in, or three worn-down keys on a piano need to be pressed simultaneously. And if the players notice the loose stone or the worn-down keys before they find the door in the first place, then the discovery of a secret passage will be made all the more exciting.

Using perception checks as a means of finding traps is something I've struggled with as of late. My party’s rogue has frequently complained of the tediousness involved in searching every door, every chest, and every trigger that they find in order to avoid the handful of traps in each dungeon. And I have to agree: it is tedious, and not at all fun. I suppose I could make it less tedious by simply adding more traps to my dungeons, but that seems like a lazy solution. The problem is not that there’s an insufficient amount of things to find, it’s that excessive rolling is boring.

Pathfinder has a rogue talent called Trap Spotter, which allows rogues to make an automatic, passive perception check whenever they are within 10ft of a trap. I propose that this be removed as a possible rogue talent, and instead, this effect be made part of the Trapfinding class ability which rogues receive at level 1. Additionally, any character with 5 ranks or more in perception could also be granted the ability to notice traps using passive checks.

Judgement: In general, active perception checks seem to sap potential fun from the game. I propose eliminating active perception checks from the game, except when it comes to searching for secret doors or traps within a 15ft square area centered of the player.

Passive Perception: Primarily used in opposition to a sleight of hand and stealth checks or to notice fine details in an environment.

Sleight of hand may be the single most well-designed skill in Pathfinder, and rolling perception against it is a reasonable method of conflict resolution. There is no need to alter the way in which perception interacts with that skill.The stealth skill, on the other hand, has a number of problems, which I will detail once I write my overview for that skill. Speaking strictly on how perception interacts with stealth, however, I can find no fault. If the stealth roll is being utilized properly, then rolling perception against it makes perfect sense.
That only leaves a roll for noticing fine details in the environment. This is anything which the character’s might not notice right away. A faint smell from two rooms over, an Orc's knee sticking out from behind the barrel he’s hiding behind, or a crack in a stained glass window across the room. I think this application of the skill works well enough. Whenever I go to use it, though, I ask myself one important question: is there any reason to withhold this information?

Using the examples above, it makes sense to roll a passive perception check to see if the players notice the Orc's leg sticking out from behind a barrel. The creature is obviously attempting an ambush, and their success or failure in that attempt will hinge on whether or not the players notice him first. That’s a good use of a roll. It also makes sense to make the roll to determine if the players notice the faint smell of cooking from two rooms over. If they notice it, they have an opportunity to prepare to enter the evil cult’s mess hall, if they don’t then they’ll be surprised when they walk into a room filled with enemies. The crack in the window, however, is essential information if the players are going to figure out the room’s puzzle. If they fail their spot check, then the puzzle becomes unsolvable unless one of them decides (out of the blue) to examine the window for cracks.

Note that you’re not rolling perception based on the type of information, you’re rolling it based on how that information will be used within the game. That may seem silly and unrealistic, and it is. But realism does not equal good game play.

Judgement: Passive perception is mostly fine. Just don’t use it to hide information the players ought to have.

Overall Judgement: I think perception has a valuable place in the Pathfinder game. However, the game benefits significantly from reducing this skill’s importance drastically.

Original Article Link:

Grand Lodge *****

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I am very pleased to announce that during last night's Red Moon Eclipse, Joshua Archer completed his 150th game table of Pathfinder Society, earning the rank and privilege of a 5 Star Society Game Master.

Josh is both an amazing GM and a integral member of my team of VO/Organizers here in the Bay Area.

CHEERS!

Grand Lodge *****

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Expedition to the Barrier Peaks was a good holiday, but I DON'T want to live there...

After running Wardens, I'm pretty sure that I'll have my fill of Numeria.

I hope some non-techno table scraps get thrown out in 6, for those of us who are not keen on an entire season of it.

Grand Lodge

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Doctor Vaughan.
Paging Doctor Vaughan.
Doctor Vaughan to ICU.

(In order to save lives, he has to stop taking them)

/sad panda

Grand Lodge

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I've always imagined it appearing like damascus steel.

Grand Lodge

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Let's hope they raise the bar on quality and lower it on price.
Competition is good for the consumer.

Grand Lodge *****

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Sigmund Freud. Gnome Druid.

Bob Marley. Rasta-Skald.

Jerry Garcia. Dwarven Monk.

Al Yankovic. Wild Mage.

Carlos Mencia. Face-man Rogue.

Grand Lodge *****

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The situation has been resolved to my (and hopefully everyone's) satisfaction.

I am fond of handling this in-house, especially when I'm at the event.

If you were a player on this table and you'd like to discuss the matter privately with me, my 'door' is always open.

Happy Gaming!

Azmyth

Grand Lodge

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AD&D at the tender age of 7.

Grand Lodge *****

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No matter where you seek your education, you will ALWAYS be considered one of SF Region's best!

Congratz my friend!

Grand Lodge *****

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Hello there.

I am at PaizoCon (my third).

I eat good food, drink good beer and have great fun with good people.

This is Mecca.
Don't miss out next year.

Grand Lodge

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My Goblins took the terrified, paranoid, sneaky approach.
They managed to creep into the upper floor window quietly and performed a group gourd munching as a walk up call.
It was very funny and terribly effective, but the building remained intact...

Grand Lodge *****

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Bunthazar wrote:

So, without spoiling too much, I recently received a boon from an adventure that allows you to substitute an owlbear companion for a normal bear companion. I was wondering, for those that have seen the boon as well, is there any real benefit to this?

** spoiler omitted **

This post needs spoiler tags all over it!

You don't want to spoil much but then you quote the boon?! This might have been better served by an e-mail to your local Venture-Captain...

Grand Lodge *****

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Thank you!!!

Now, onto star number six!

Grand Lodge *****

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BEST KUBLA EVER!

Our numbers aren't in yet, but we came very close to running 200 tables and issuing 80+ new PFS numbers this weekend!

Smooth sailing was assured by our fabulous Captain Andi, First Mate Euan and the amazing PFS-HQ Crew! I had my ears full of great feedback from attendees all weekend long! Thank you all for being the BEST!

A short, random and incomplete list of additional thanks:

* Chris Mortika for making the trip to SF. For rocking six tables in the GM chair and helping with that Monk 'situation' ;) It was awesome to meet and talk with you and I hope we get the chance to do more of that in the future!

* Rand for being the Painlord. Guide, Teacher, Cheerleader, Face Man. He wears lots of hats. His foundation work has paved the way for our community growth and success.

* All of my Lieutenants for being AMAZING!

* Sacramento in the houze!!! Thank you Rich & Brent for you show of support and love for this community! DD's representing!

* The VC of DC. Dan and I both share the accomplishment of 150 sessions this weekend and I'll be paying up on our Super Bowl BBQ bet this week!

* To all my 20+ Coin Game Masters: Thank you! Thank you! Thank you!
It is a pleasure to create something special for you each year! Without your efforts and hard work, there would be no Con success stories!

* To the KublaCon Staff (who doubtfully will never read this) for spoiling BAPS rotten! We received every table we asked for and additional space was provided on the fly to handle growth spurts in some of the busier slots! They provided snacks and drinks to my HQ three times a day! They printed HUGE color banners for us to display. They went out of their way to treat us like we were the most important department (true or not) of the convention!

* To Ted & Dawn for coming down to my neck of the woods and bringing the Pathfinder Chronicler experience with you! Dawn you missed one hell of a fun Cards Against Humanity game Sunday night!

* To Laura Thompson of Lone Wolf Development for delivering another year of Hero Lab goodness! The character creation station was once again a BIG HIT and gateway for many first timers! We demo'd (and hopefully sold) several new users on the HL experience.

* To Mark Mensch for another brilliant coin design and the [Super Secret Cannot Be Talked About Project] that will be revealed in July.

I can count the hours of sleep I managed to get, on one hand.
I definitely have the broken condition!

~@~

Grand Lodge

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In my opinion, assigning positions, tasks and modifiers to player characters for use in ship v ship combat is only part the equation.

After several rounds of testing the provided rules in the AP, it was obvious that I needed to find something else to save my campaign. A ship board campaign with beer & pretzel rules was not gonna cut it.

I tested several other systems (from Trafalgar to Pirates of the Spanish Main) and none fit my needs without considerable modification work. Along comes the resurrection (kickstarter) of Razor Coast and with it an absolute gem of a rule book called Fire as She Bears by Lou Agresta and John Ling. If you look at Feros' 5 star review, he breaks it down chapter by chapter. This is the 'drop-in' system I'd been searching for.

Thank you Lou for in depth conversations/sounding board sessions while you were in development.

If you are running or playing the Skull & Shackles AP, adding this to your game is the best $10/$20 you could spend!

Grand Lodge *****

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Burlingame, CA (San Francisco Airport)

The Bay Area Pathfinder Society convention season exploded right out of the gate with DundraCon in February. We followed that up in Fresno, putting the power of PFS to good use at Bookwyrm Con in March. We traveled up to Conquest SAC to support our Sacramento siblings in April.

BUT now it’s MAY and time to bring it home! PFS at Kubla Con looks to be bigger than ever this year and we want to blow our previous Organized Play attendance records into a distant memory! The Kubla Family has provided BAPS with an amazing level of support and ever more table space to accommodate our incredible community growth! We asked our die hard players about their favorite scenarios and we’re offering them for new-player scenarios with our best PFS Ambassador GMs at those tables. We also have a ton of additional tables lined up with this season’s story arcs and new modules ready to go for our experienced community members, as well as a selection of older stuff for those that might have missed it in the past.

Joshua Archer is heading up expansion into the Young people and Teen Room area and we are offering more PFS there than ever before. We’re even adding a line of Beginner Box tables out front to let players sample an encounter before heading in to the full scale PFS area.

The Ruins of Bonekeep Part 1: The Silent Grave

  • Paizo's own Jason Bulhman presents one of the most challenging experiences in Pathfinder Society history - The Ruins of Bonekeep! We will be running the first level of this multi-part dungeon, "The Silent Grave," at this year's KublaCon.
    Be warned - the dangers within this event are intense and not everyone is guaranteed to make it out alive! But those that conquer the dungeon will reap great rewards. Don't miss out on this very rare opportunity to experience a unique and exciting dungeon within the Pathfinder Society!

The GM rewards:
Once again this year we have GM rewards. While all of our community members contribute in some way, GMs are what allow us to offer so many opportunities to so many. The amount of preparation that goes into making even a single table happen can make your head spin and our GMs do it over and over again, providing an AMAZING gaming experience for everyone.

GM 3 tables and Earn a Free Badge! To do this, though, I need you signed up by May 1st so we can make sure your badge is ready for you come convention time. If you have questions, or if you’ve never GMed before but would like to try your hand, please contact us at bapsconorganizers@gmail.com

GM 5 Tables: A crowd favorite, we will have the AWESOME 2013 BAPS coins for our judges that go that extra step and judge FIVE or more tables.

Pathfinder Scenarios on the KublaCon Calendar:
(Over 200 Tables? Oh Yeah!!)

Ruins of Bonekeep, Level 1: The Silent Grave (3-7)

  • Paizo's own Jason Bulhman presents one of the most challenging experiences in Pathfinder Society history - The Ruins of Bonekeep! We will be running the first level of this multi-part dungeon, "The Silent Grave," at this year's KublaCon.

    Be warned - the dangers within this event are intense and not everyone is guaranteed to make it out alive! But those that conquer the dungeon will reap great rewards. Don't miss out on this very rare opportunity to experience a unique and exciting dungeon within the Pathfinder Society!

Pathfinder Society Sanctioned Modules:

  • We Be Goblins (1-2)*
  • Crypt of the Everflame (1-2)
  • Fangwood Keep (3-5)
  • Cult of the Ebon Destroyers (7-9)

Pathfinder Society Scenarios:

Low Tier

  • 0-01: Silent Tide (1-5)
  • 0-05: Mists of Mwangi (1-5)
  • 0-06: Black Waters (1-5)
  • 0-07: Among the Living (1-7)
  • 1-35: Voice in the Void (1-7)
  • 1-51: The City of Strangers I - The Shadow Gambit (1-7)
  • 1-52: The City of Strangers II - The Twofold Demise (1-7)
  • 2-11: The Penumbral Accords (1-5)
  • 2-15: Shades of Ice I - Written in Blood (1-5)
  • 2-17: Shades of Ice II - Exiles of Winter (1-5)*
  • 2-19: Shades of Ice III - Keep of the Huscarl King (1-5)
  • 3-01: The Frostfur Captives (1-5)
  • 3-07: Echoes of the Overwatched (1-5)
  • 4-01: Rise of the Goblin Guild (1-5)
  • 4-07: Severing Ties (1-5)
  • 4-11: The Disappeared (1-5)
  • 4-15: The Cyphermage Dilemma (1-5)
  • 4-18: The Veteran's Vault (1-5)
  • 4-19: The Night March of Kalkamedes (1-5)

Mid Tier

  • 2-06: The Heresy of Man I - The First Heresy (5-9)
  • 2-07: The Heresy of Man II - Where Dark Things Sleep (5-9)
  • 2-09: The Heresy of Man III - Beneath Forgotten Sands (5-9)
  • 3-02: Sewer Dragons of Absalom (3-7)
  • 3-25: Storming the Diamond Gate (3-7)
  • 4-02: In Wrath's Shadow (3-7)
  • 4-03: The Golemworks Incident (5-9)
  • 4-05: The Sanos Abduction (3-7)
  • 4-06: The Green Market (5-9)
  • 4-09: The Blakros Matrimony (3-7)
  • 4-13: Fortress of the Nail (5-9)
  • 4-14: My Enemy's Enemy (3-7)
  • 4-16: The Fabric of Reality (5-9)
  • 4-17: Tower of the Ironwood Watch (5-9)
  • 4-EX: Day of the Demon (3-7)

High Tier

  • 2-04: Shadows Fall on Absalom
  • 2-08: The Sarkorian Prophecy
  • 3-26: Portal of the Sacred Rune (7-11)
  • 4-04: King of the Storval Stairs (7-11)
  • 4-08: The Cultist's Kiss (7-11)
  • 4-10: Feast of Sigils (7-11)
  • 4-12: The Refuge of Time (7-11)
  • 4-20: Words of the Ancients (7-11)

Thornkeep:

  • The Accursed Halls (1-2)
  • The Forgotten Laboratory (2-4)
  • The Enigma Vaults (3-5)
  • The Dark Menagerie (5-7)
  • Sanctum of a Lost Age (6-8)

Young Players Room

  • Kids Track-Beginner Box (learn to play)
  • 0-05 Mists of Mawangi (1-5)
  • We Be Goblins (1-2)

Teen Room

  • 0-05 Mists of Mawangi (1-5)
  • 3-01 The Frostfur Captives (1-5)
  • 3-02 Sewer Dragons of Absalom (3-7)
  • We be Goblins (1-2)

Join us for the BAPS event of the year!

Grand Lodge *****

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[BREAKING NEWS]

Your friendly neighborhood Venture Captain from SF Region will be visiting/attending ConQuest Sacramento Saturday evening and playing all day Sunday!

I will happily throw an additional (off schedule) table of Day of the Demon on Sunday, for any of the overflow players who don't get seated on Josh or Venus' tables the day before!

Looking forward to meeting many new players and seeing old friends!

Grand Lodge *****

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Will Johnson wrote:
Michael Azzolino wrote:

Just in case anyone is paying attention...

I'll see you for the afternoon slot. 8O

It was great seeing you, Cory, and Cherry Pie! Thanks so much for coming down. Thank God you did, too. You were a life-saver picking up that extra table of Day of the Demon.

We all had a great time! I enjoyed the trip down and my table of the Special was a lot of fun! I've written a letter to the Head Librarian for the county, thanking them for allowing the Con to happen and encouraging growth for next year!

Grand Lodge *****

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My 'grain of salt' moment.

These are MY important qualities that matter in the big chair:
(your results may vary)

1) Strong/Confident Communication.

2) Good Storytelling.

3) Broad vision.

4) Good Character/Voice Acting.

5) Balanced/Fair Decision Making.

6) Solid Rules Understanding.

7) Understanding the Spirit of the Game.

Grand Lodge *****

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Please join me in welcoming Josh McIllwain aka ThreeEyedSloth to the rank and position of VL of Bakersfield California!

His promotion comes just in time for his first official event taking place March 9-10.
If you're in the area, make the trip there and congratulate him in person! ;)

~@~

Grand Lodge

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I second the Captain's sentiment.

I too like the fiction, but feel it could be released electronically and replaced with content necessary to the AP.

For example: Had Serpent Skull been reinforced with additional maps and content to strengthen continuity, it would have been a better AP across the board.

I don't want to debate cost, no one on the outside, has any clue...

Grand Lodge

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Campaign Began: 06/22/2010

Charles Hernanadez - Whisper Maphone' - Archer/Rogue/Cleric
Elizabeth Miller - Lulati Tippypit - Gnome Druid of Gozreh
Shaen McGee - Cormyr - Witch (Joined game in Book 2)
Ryan Rivers - Quel Spyralshot - Halfling Bard (Left Game in Book 4)
Bryan Soshea - Evan al'Baba - Halfling Paladin of Erastil
Robert Trifts - Ramilien D’Rattan - Human Wizard

Campaign Finish: 02/09/2013

Yesterday's game session marked the final epic battle with the Fey Queen, Narissa. My heroes persevered in the face of a 'Ground Hog Day' looping reality, surrounded by the exhausting chaos of temporal uncertainty. Her defeat came after several 'cat n mouse' sessions through the Fable. She had studied her opponents for years and catered her tactics to them, but faced with overwhelming power and the fully awakened artifact Briar was eventually too much for her.

The Teleporatation Trap that never made it out of editing, was completed reconceived and inserted back into my game. I decided that a key part of the Chaos of Fey magic would be expressed through manipulation of time/space. My Narissa had a back-up plan just in case the players were successful in untethering 1000 Breaths from 1000 Oaks.
All transportation and temporal magics were effected once the 'bomb' went off. Spell target destinations (location and time) became an unpredictable variable completely removing my player's complacency for teleporting all over the realms. And like astronauts traveling at light speeds, when it had run its course the characters had lost 11 years relative to the realm.

I would estimate that 70% of our KM campaign was additional custom content. [My players started calling me Chris Claremont!] I ramped up the political/national intrigue and tension by a Spinal Tap factor of 11. I also developed a separate personal storyline for each player, influenced by their written background and primary motivations. We managed to cover most of the written plot devices in all the books with two exceptions: 1) In the hexploration of book 2, I provided my players with too many distractions for exploration. As a result they never made it down to the Lair of the Lizard King, who grew in power unmolested by my players. 2) At the start of book 5, our campaign had dramatically advanced state of the war in the region and I found it impossible to run the Rushlight Tournament.

I chose transparent mechanics for kingdom building, allowing my players to understand (and inevitably) game the system with amazing success. I wanted my player's kingdom to be strong and reflect their personalities and I'm completely confident with the outcome.

This campaign was the first test-bed for hi-bred play. I had one player on the eastern side of Canada, one player in southern California and the remaining three in the room with me in northern California. I wanted to develop a system of playing that utilized technology to assist playing the conventional method, not replace it. Three years and five ongoing campaigns later, I think we were successful.

This is one of the best game I've ever run. I want to thank Paizo (James Jacobs) for creating an AP that brought out my strengths as a game master.

Thank you Rob McCreary (James Jacobs) for Grigori. Best NPC of the AP!

Thank you Greg Vaughan (James Jacobs) for Vordacai and the best butt-pucker combat of the AP.

This was the first time in at least two decades that Steel_Wind played outside his regular group and I want to thank you coming along for the ride!

I want to thank the Merry Prankster (aka The Little Pally) for letting me help you kick 4e cold turkey and come play with the cool kids!

I want to thank my woman for letting us take over our home and lives every Thursday night for the last three years! And for being the wildest, most insane, Ettin riding, Chaos Seeking Druid the realms have ever seen!

Shaeno! Thanks for absorbing the remotely abuse and moving back to California in mid-game.

I have plotted out 100 years of the kingdom's advancement and have plenty of plot lines to flesh out in the future! I intend for us to revisit these characters again in 10 years of realm time passing and then once again in 50. Beyond that, who knows?

Grand Lodge

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Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

FGW

Grand Lodge

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

Sunday Jan. 20th 6-8 pm PST
[Google Hangout]

We are launching our LIVE bi-weekly format this Sunday! These unedited, talk-show style shows will feature industry & listener guest appearances, gaming news and current events. These additional episodes will compliment our regular review format and archives will be posted to YouTube.

Add Azmyth to your Google+ friends.

Chronicles LIVE! EP 001

  • Razor Coast w/ Lou Agresta, Greg Vaughan & Nick Logue.
  • GenCon Interactive chat with Thurston Hillman.

    If you have questions for the RC Team, please send them to us!

    PM on these boards
    azmyth@d20radio.com

    Skype ID:
    Justice Radio

    Check back :30 before the show for page link.

  • Grand Lodge *****

    1 person marked this as a favorite.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

    Great update. Serious linkage!

    Mike - Thank you for a bringing solid leadership and vision to the OP.

    /raises obscenely large beer

    Here's to another great year of Society Play!

    ~@~

    Grand Lodge *****

    1 person marked this as a favorite.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

    DunDraCon 37

    When: Feb 15th-18th, 2013
    Where: 2600 Bishop Drive • San Ramon, California 94583 USA

    DDC37 Home Page

    Judge three slots for a free Convention Badge!

    [Pathfinder Society Ambassador]
    Please volunteer between slots -- sit and chat and hang, and help people get where they need to go. Teach them about our community, help us all out and get GM credit toward a free badge.

    PLAYER REGISTRATION IS NOW OPEN.

    Register with Warhorn and with the DunDraCon convention, and when your membership clears with DunDraCon, you will be activated to schedule into the games! If you are interested in Judging, please register with Warhorn and email Joshua Archer to activate your account for registration.

    For more information about judging Pathfinder or the Bay Area Pathfinder Society's other events and locations, please contact:
    Joshua Archer = joshua (at) iocari (dot) com.
    Michael Azzolino = azmyth (at) d20radio (dot) com.

    Join us at the Bay Area Pathfinder Society:
    B.A.P.S Home Page
    B.A.P.S. Mailing List

    The Bay Area Pathfinder Society will be running the following scenarios and modules at DunDraCon 2013:

    Pathfinder Society Scenarios:

    Introductory:

    Intro 1: First Steps—Part I: In Service to Lore (New 1st Level Characters)
    Intro 2: First Steps—Part II: To Delve the Dungeon Deep (New 1st Level Characters)
    Intro 3: First Steps—Part III: A Vision of Betrayal (New 1st Level Characters)

    Low Tier Scenarios:

    3-01: The Frostfur Captives (T1-5)
    3-05: Tide of Twilight (T1-5)
    3-07: Echoes of the Overwatched (T1-5)
    3-09: The Quest for Perfection, Part 1: The Edge of Heaven (T1-5)
    3-11: The Quest for Perfection, Part 2: On Hostile Waters (T1-5)
    3-18: The God's Market Gamble (T1-5)
    3-19: The Icebound Outpost (T1-5)
    3-21: The Temple of Empyreal Enlightenment (T1-5)
    3-23: The Goblinblood Dead (T1-5)
    3-EX: The Cyphermage Dilemma (T1-5)
    4-01: Rise of the Goblin Guild (T1-5)
    4-07: Severing Ties (T1-5)
    4-11: The Disappeared (T1-5)

    Mid Tier Scenarios:

    3-02: Sewer Dragons of Absalom (T3-7)
    4-02: In Wrath's Shadow (T3-7)
    4-05: The Sanos Abduction (T3-7)
    4-09: The Blakros Matrimony (T3-7)
    4-14: My Enemy's Enemy (T3-7)
    4-EX: Day of the Demon (T3-7)
    3-03: The Ghenett Manor Gauntlet (T5-9)
    3-10: The Immortal Conundrum (T5-9)
    3-12: Wonders in the Weave, Part I: The Dog Pharaoh's Tomb (T5-9)
    3-14: Wonders in the Weave, Part 2: Snakes in the Fold (T5-9)
    3-24: The Golden Serpent (T5-9)
    4-03: The Golemworks Incident (T5-9)
    4-06: The Green Market (T5-9)
    4-13: Fortress of the Nail (T5-9)

    High Tier Scenarios:

    3-20: The Rats of Round Mountain, Part 1: The Sundered Path (T7-11)
    3-22: The Rats of Round Mountain, Part 2: Pagoda of the Rat (T7-11)
    3-26: Portal of the Sacred Rune (T7-11)
    4-04: King of the Storval Stairs (T7-11)
    4-08: The Cultist's Kiss (T7-11)
    4-10: Feast of Sigils (T7-11)
    4-12: The Refuge of Time (T7-11)

    Sanctioned Modules:

    Pathfinder Module: City of Golden Death (T4-6)
    Pathfinder Module: Feast of Ravensmoor (T2-4)
    Pathfinder Module: Murder's Mark (T1-2)
    Pathfinder Module: The Harrowing (T8-10)
    Pathfinder Module: We Be Goblins! (T1)

    SPECIAL: Thornkeep -- Pathfinder Online Kickstarter Reward modules premiered at DunDraCon!

    Thornkeep: The Accursed Halls (T1-2) ** Warning, this is reporting back as dangerous/deadly. Be advised.
    Thornkeep: The Enigma Vaults (T3-5)
    Thornkeep: The Forgotten Laboratory (T2-4)

    Join the fastest growing gaming community at the longest running convention in the heart of California!

    Live 2 Game.
    Game 2 Live.

    ~@~

    Grand Lodge

    1 person marked this as a favorite.
    Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber
    Harrison wrote:
    Completing one book of an Adventure Path sounds like something that would qualify for a good Greater Trial.

    I completely disagree. That is a relatively mundane achievement that (almost) every character who starts the AP will complete. Trials are supposed to be special and rare.

    MiniGM wrote:

    Anyone have any?

    First one that comes to mind is the classic minotaurs labyrinth. But of course at the center is a Mcguffin that can stop a plague ravaging the world. Or close a portal releasing demons. The trial therefore being to get the item, having to slay th emythic Minotaur and close the portal, most likely battling through an army of demons and the mythic summoner that opened it.

    Something like that.

    <> Solving one of Golarion's Great Mysteries:

    * The Death/Disappearance of Aroden.
    * What caused the Eye of Abendago?
    * Were is Archmage Nex?

    <> Becoming a Nation or Faction Leader.

    <> Becoming a Member of the Decemvirite.

    <> Playing with the Starstone and not dying.

    <> Sealing the World Wound. (Okay, maybe that one is too big...)

    <> Destroying a God's Avatar. (Also pretty HUGE...)

    1 to 50 of 84 << first < prev | 1 | 2 | next > last >>

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