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Pathfinder Society Member. 240 posts. No reviews. 5 lists. No wishlists. 3 Pathfinder Society characters.


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Silver Crusade

1 person marked this as a favorite.

It will when everyone chimes in, discussions break out and we stray away from the topic at hand - how can you know that it won't take long? ;)
Also, most people reading this thread also read the other threads.

Silver Crusade

Yes, but for me that was kinda the point of the fight.

Except for the Ranger nobodoy had any ranged weapons, so the fight begun with only the sorcerer and the ranger being able to deal damage and the group had to think fast to even the battlefield. They solved it by retreating deeper into the room to force the creature to land.

And they hit it with a grease. So the bow was gone from round 1. But even if it still had the bow, I'm sure they would've found a solution like using a table as cover.

When they returned to the city they ensured that everybody got a ranged weapon. It was a valuable learning experience ;)

Silver Crusade

GtPFSOP wrote:
All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session; if these are not resolved the character should be reported as ‘dead.’ Permanent negative levels, ability drain, and non-mechanical conditions being carried over to the next session should be recorded under the Notes section of the Chronicle sheet. An unplayable character should be marked as dead when reporting the session. See additional rules under Dealing with Afflictions in Chapter 7.

I agree that it's not really spelled out that well, but in conjunction with James' quoted section it basically means "You have to resolve everything, though you can do so by waiting."

For example, my character contracted a disease. Adventure over --> I had to resolve it. I decided to sit it out, rolled all the days right after one another, took 4 points of ability damage, waited until it was gone, everything was peachy again.

EDIT: Just read something said in this thread: Ability Damage is not a condition.
It's damage. need to note it! Yay!

Silver Crusade

Just throwing this in for thought:

At some point during the campaign (I think it will be after they defeat Vrood who will have letter from AA) the letter will contain more than just the usual politeness.
Explosive Runes.
Just as a quick reminder that the world the PCs live in can be quite dangerous and that it's not smart to just grab everything a bad guy had on himself.

Silver Crusade

1 person marked this as a favorite.

The error message goes away once all player numbers are entered. If you want to report a table with less than 6 players you can delete a player slot.

Also: I think you have to decide which character gets the chronicle sheet when you GM the scenario and you just fill in that characters number (so if you want to apply the GM credit to your second character, fill in 123456-2 - well, obviously not 123456 but your real number, but you get the idea.

Silver Crusade

Personally I like most of the icons.
The Scarab Sages suffer from an unfortunate color scheme, The Exchange looks a bit uninspired, but still...Dark Archive is pretty cool and while Sovereign Court is not the most original of icons, neither were the Qadira, Taldor or Andoran icon. It serves it cause.

The Liberty's Edge icon on the other hand...hurts my eyes. MAYBE this only happens because of the colors, but...I like the motif. I don't like the image.

Silver Crusade

Do I read this right:
If I want to play "The Paths we choose" with my Taldan fighter he cannot participate in any other scenario until I play The Paths we choose?
Or if I play another scenario he won't play The Paths We Choose as a member of the Taldor faction, but rather as a member of the Sovereign Court (or whatever) faction?
(Maybe this is explained in the scenario itself, but I did not buy it yet...)

Silver Crusade

Page 12 talks about:


Cooperate: The Society places no moral obligations upon its members, so agents span all races, creeds, and motivations. At any given time, a Pathfinder lodge might house a fiend-summoning Chelaxian, a Silver Crusade paladin, an antiquities-obsessed Osirian necromancer, and a friendly Taldan raconteur. Pathfinder agents, no matter which of the eight factions they belong to, are expected to respect one another’s claims and stay out of each other’s affairs unless offering a helping hand.

We are down to seven factions. New players might get confused about that.

Silver Crusade

Hi there!

Recently we ran into the following situation:

The wizard wanted to cast Summon Monster. He uses his full-round action to do so.
Before he finishes his spell he takes damage from a bomb. No worries; he makes his concentration check and all is well.
However, the bomb has a secondary effect: He is now stunned because he failed his save.

What would happen in this case? I can see three different outcomes:
a) He made his save. While he will lose his next round the spell still goes off.
b) He has to make an additional save similar to how non-damaging spells work:

PRD wrote:
If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting.

c) He is stunned and it is an unwritten rule that if you are not able to take any kind of action you lose the spell.

I would say c), but I am not really sure how to justify it rules-wise.
What do you guys think?

Addendum 1: What would happen with nauseated? Nauseated says that you can't cast or concentrate, so I'd say you lose the spell.
Addendum 2: This happened in a PFS game, so the less house-ruly it gets the better.

Silver Crusade

When I play Uori I usually only respond to characters which are in front of him. While a player is speaking I fixate on his mouth and respond only if he looks at me - if he turns away or covers his mouth in some way I ask him to repeat that.
But I guess that's not clear enough - both groups I ran The Confirmation for didn't get that he was deaf.
Not that it's THAT important, really...

Silver Crusade

Rule of Fear says the Sczarni rarely harm a person and prefer to teach them "lessons" - lessons like "If a deal seems too good to be true it probably is" or "If you buy a diamond from a fellow on a street you probably won't get your money's worth".

While this might only apply to Ustalav's sczarni, that's how I like to display them - people with no respect for the law who like to exploit the dupability of others, but usually not violent or mean-spirited or even evil. Which slaughtering a whole village would be.
Now, they MIGHT resort to such a thing if the village did overreact (hang a few sczarnis because of minor crimes), but I still think it's unlikely.

The Aspis on the other hand - I could see them do it, but not just because they want money out of them. But it's something they might do if the stakes are really high - maybe a farmer found a very powerful artifact and they don't want anyone to know so they let his whole family "disappear". Though things like this should be very, very rare.

Silver Crusade

BigNorseWolf wrote:
But most of their gear is half weight. Weapons, armor etc. Since pfs lets you handwave found loot, small characters actually have more carrying capacity than medium ones.

Of course. But you have other useful items which do not vary in weight, and they tend to add up. Torches, sunrods, Alchemist's fires, a grappling hook, a rope...

Silver Crusade

Especially if you are small - and small characters are more likely do be affected by encumbrance anyways (tend to pick classes which don't need much STR because of the penalty, only have 3/4 the capacity of medium characters with the same strenght...)

Silver Crusade

Hu. I completly missed that. Thanks, claudekennilol.

Silver Crusade

Shifty wrote:
The Fox wrote:

I have heard other people say similar things. I will ask you what I ask them: how would one know that the paladin is using detect evil? It is a spell-like ability. It has no verbal, somatic, or material components, nor does it require a spell focus. It is activated mentally.
And yet their use triggers AOO's, so there must be a process involved that alerts people to the fact that something is going on. Its not a Su.

I always took it as the paladin having to focus on his target. Not really a component, but he has to concentrate on it and thus drops his defenses, allowing hits that normally wouldn't connect to actually have chance to do so (read: AoO). I also assumed the paladin had to "stare" at his target - and if the paladin is not one of the really obvious types his party could distract the person so nobody would notice.

Chris O'Reilly wrote:

What I see people forget the most is that creatures with evil intent detect as evil potentially leading to a lot of ineffective smites.

I did not forget this, I never knew this.

The spell does not note that this is the case, neither does the paladin's class feature.
The spell tells you about "Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present." - so as long as this creature isn't evil, a mere thought would not set off a Detect Evil.
It's not a mindreading spell.

Thus: It detects as evil -> Smite Works.
(Except maybe if they are dominated by an evil spell and the paladin just noted the presence of evil, but did not have the time double check the source.)

Silver Crusade

There's just one problem.
They are never told that the second goal is important.
The closest I could find was
"Amauhak strongly advises the party to refrain from violence on Razmiri soil if it can be helped; Metella and Passad, in rare agreement,
And that part even made it worse since it motivated my party to go nonlethal in the last combat.
The latter of the VC only tells them:
"You must investigate and liberate the three dwarven envoys — if indeed that is where they are imprisoned — and then escort them to Mendev."
Every player will assume that it is important not to cause too much noise because of the imminent danger. But there is zero reason for them not to say "Look, you've lost. Give up. We don't want to hurt you, the society is not an enemy of yours.", thus revealing themselves as society.

This is one of the two core problems (not counting the meta "Your choices did not change that much") of the scenario.
1. The characters have no reason to search the island (they don't know about the gold there and have no reason to suspect it might be there - yes, a Knowledge(Nature) may reveal that drakes collect treasure, but this would be the direct opposite of the "We have to hurry!" just one encounter prior.
2. The characters have little to no reason to keep up their bluff after they found the prisoners. They were never told keeping their identities secret was important. Characters concerned for human life are punished for not following an order they were never given in the first place.

Silver Crusade

I guess so, but everyone else was doing it in this thread, so I chose to follow. ;)

Yes, they pretty much read the initial letter and chose to only remember the "Find the missing persons" part of it. Personally, antagonizing as they were I really considered just dropping this part and adding a really pissed of VC at the end of the scenario.

Silver Crusade

So, I ran this a few days ago and a situation came up I wasn't sure how to handle...
The two merchants


First off: Two characters absolutely hated Passad and the dwarves. The ranger went so far as to shove the drake's corpse into Passad's face when he wanted to congratulate them. They saw them as useless NPCs and were annoyed that they wouldn't really help them, not accompany them to the inn and so on.
I made it clear to them that they had the same destination, but were not part of their rescue team, but that did not really change their opinion. (After the game 3/5 of the group told me they didn't really had a problem with them, but the two ladies of the group kinda burned all bridges with Passad so I ruled that he didn't even offer a collaboration and didn't hand out his potion - after all, when he wanted to he had a face full of dead drake). But that's just a side note.

Secondary Success Conditions


The difficult portion came when they fled the inn. See, the dwarf told them not to stir up unwanted combat - which they took as "Don't kill anybody". So they slumbered the guards in the yard, took the BBEG hostage and fled the country.

Now, the scenario says they have to prevent the Holy Ahendile from reporting to her superiors. They released her when they left the country. I ruled that she would be able to report the incident and thus the group missed the second prestige point (they failed big time in fooling the sisters).

Silver Crusade

1 person marked this as a favorite.

Thanks a lot, Jeff. I really DID miss that.
That's a relief!

Part I
Part II
Part III
Part IV

Silver Crusade

While I saw Mike's post, the example was picked poorly.
He confirmed that unrelated changes like "Taldor to Silver Crusade" were possible - but that these would be possible was a given because the Taldor faction kinda ceases to exist.
The other way round, "Silver Crusade to Sovereign Court" is what I am wondering about.

Silver Crusade

Does everyone get a free faction change or just affected factions?

My wizard, for example, despises Cheliax, but would fit pretty good into the Dark Archive - so if I play him now as a Grand Lodge member [which I just chose because it came closest to what I had in mind], would he be forced to pay prestige points to switch to the Dark Archive?

Silver Crusade

You can buy access for half the scribing costs.

I am aware that you still have to pay the scribing costs (if you are not a witch) on top of that.

Silver Crusade

I know that now. Sorry, I did not make myself clear enough: FOR SOME TIME I was under the impression that this is how it should be handled - though I found out that I was wrong. ;)

Silver Crusade

Pan wrote:
check out hero points.

This. I used them from the very beginning in the Carrion Crown and they lead to me not holding back in the slightest. I have no worries about any accidents because I know that they can just throw out two hero points and survive, no matter what.

Of course, some players use their hero points to boost their abilities in other ways - but that's their business. If I kill them, I know they could've saved the hero points to prevent it.

Method 2: I keep on hitting the paladin. He can take it. ;)

Silver Crusade

1 person marked this as FAQ candidate.


while it is common knowledge in these messageboards that everyone can "buy" spells between scenarios by paying half the scribing costs (as stated in the FAQ), many other players don't.

Part of this might be the wording in the FAQ - in January 2013 Mike said he wanted to delete the word "Rare", but I guess he just forgot because he was away from the office for a week.

Also, I was under the impression that this FAQ entry overruled the usual "PCs may not take gold off each other" rule.

So, can we have this change now? Something a little clearer like "In the instance of a NPC wizard charging a fee for the privilege of copying spells from their spellbooks, this fee is equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells do not change the fee in PFS.
All characters have the opportunity to do that during downtime between scenarios."

I'm unsure about the last sentence, but I would welcome turning this into a real clarification and not just a something people on these boards can refer to as their secret knowledge. ;)

(How can I make sure the right person [Mike Brock, for example] sees this post? Hitting the FAQ button?)

Silver Crusade

Well - I wouldn't really file that under "The worst ruling ever" but more under "The worst attempt of being clever by a player". This is obviously not how it is supposed to work, I would've ruled the same.

The random modifiers and third party stuff seems bad, though.

Silver Crusade

Well...wait for them to loot it. If they loot it: Great, they got money and the Count cannot do anything against it because he does not want to go to the authorities ("Officers! These guys stole all my stuff while rescuing me from my own creations which I created from the dead!").
If they decide not to loot it: The Order of the Palatine Eye and the Count itself could just give them more money. Or, as I said, you could throw more magic items into the Schloss which the count lets them keep out of gratefulness.
My group hat to return the rod of Flame extinguishing because the count wanted to keep it as a safety precaution in his lab. He let them keep some things he used in old experiments and didn't need anymore, though.
So this might balance it out a bit.

Silver Crusade

The dagger overcomes DR/Silver because its enhancement bonus against shapechangers is +3.

Also: I just upped the rewards for the players. Introduced a few more magic items in the Schloss which the count allowed them to keep, since he can't make use of them anymore (a headband of alluring charisma +2 he used in an experiment to give another golem a personality, an old handy haversack he used for hiking...) and all that.

Of course it would be rude of the party to loot the place, but that's not the point. There ARE parties which are evil or at least not really good. They could be like "We want to save the beaste because it seems nice, but f*ck this guy and his home full of abominations against Pharasma!"
Our bard will steal anything if the thinks he can get away with it - if he finds something small and valuable it WILL vanish in his pockets.

Silver Crusade

Rule of Thumb: Read the Pathfinder Society Guide to Organized play. As a player of PFS I suppose you are familiar with it.
If something is spelled out explicitly in the guide, chances are it's a PFS specific rule.

Another thing: depending on your GM he might be willing to let you take options prohibited in PFS like item creation feats or playing a goblin. Though most sane GMs still wouldn't allow the latter. ;)

Silver Crusade

Could be worse. Image only two people showing up. If you're all alone there you can just go home and say "Eh, maybe next time."
If two people show up you have to send them away, which is always a sad thing to do.

Silver Crusade

Also, obviously:

Read the Pathfinder Society Guide to Organized Play. It tells you (almost) everything you need to know about GMing in PFS.
Gamemastering 101 and 201 may be useful to you, too.
Don't hesitate to ask questions around here.

Silver Crusade

I'll go for neither. While I did not play THAT many missions as a player, I really liked the old way of doing things. BUT. Some of the missions felt really, really forced.
So while I like that not everyone has to do something utterly ridiculous just because there has to be something to be done ("Hey, it's totally important that you take this mission without any warning. By the way, here are 10 side-quests...") I always thought all it took to make the concept viable again were alliances. For example in some missions Osirion and Taldor might want to work together, in another mission Osirion will have a similar goal to the Silver Crusade...and so on.
So that there aren't 10 missions around but only 4 or 5 tops.

Silver Crusade

All in all there are 20^2 ways of 2d20 to fall.
1 and 1, 1 and 2, 1 and 3 ..., 20 and 19, 20 and 20. Every number of both dice can be paired with every number of the other die.

So we have got 400 possible results.
We decided to only use the best result.
1 can only appear when both show 1.
2 can appear in 3 cases (1-2, 2-1 and 2-2).
3 can appear in 5 cases (1-3, 2-3, 3-3, 3-2, 3-1).
4 can apper in 7 cases (1-4, 2-4, 3-4, 4-4, 4-3, 4-2, 4-1).

Now, what is the system behind this?
If the cases increase by 2 everytime, 20 should be (20*2)-1 cases. 39. Is this correct?
Well, if the first die shows a 20, the second die can show everything from 1 to 20: 20-1, 20-2, 20-3, ..., 20-20.
The same is valid if the second die shows 20: 1-20, 2-20, 3-20, ..., 20-20.
So in both cases the other die may show everything, resulting in 20*2 ways of getting a 20 - but we have to substract one because otherwise we would count 20-20 twice.

Now we just have to add:
(1*1) + (3*2) + (5*3) + ... + (39*20). Because I'm too lazy to find an elegant way to solve this I just use LibreOffice to calculate that: 5530. (I also checked wheter 1+3+5+...+39 results in 400 - it does) This number alone is useless, of course - we have to divide by the total number of possible outcomes, which was, as I already said, 400:
5530/400 = 13.825

So your average result is 13.825.

(If you only pick the lower number you can just turn around one of the tables - the result is then 7.175)

EDIT: MagusJanus, you sneaky editing son of an orc! ;)

Silver Crusade

First Bestiary because while the others are nice, the first one just has all the classics. I rarely see a monster in the B2-B4 and think to myself "Well, I would've been really sad to not have stats for this little fellow!"
Then again, I have never experienced high-level play (highest is 7 at the moment), so this might change.

Favorite monster: I like undead. Like, a lot. Just straight up "These guys are bad, smash 'em!" - so I think I will go with the Skeletal Champion. Lots of ways to use them.

Also: Wrong forum, Gamer Talk or Pathfinder General might be more appropriate. ;)

Silver Crusade

1 person marked this as a favorite.
Patrick F wrote:

I interpret the meaning of the word 'invalidate' the provided tactics akin to someone who invalidates an argument. Basically rendering it weak or ineffective. Either you have sound tactics and arguments or you don't. That simple.

So if the written tactics are weak or the starting locations are ineffective, the GM has a right to consider changing them or not to provide a more enjoyable play experience.

That's not at all what is meant. It's not a "The tactic says the NPC is sitting at his desk, but because this is ineffective, he will be standing in the middle of the room."

The important thing is "IF THE ACTIONS OF THE PCS" invalidate the encounter. So if they for example threw a bomb into his office beforehand he would know they are coming and not sit at his desk.

You should not rewrite the tactic as you see fit just because it's ineffective.
You may rewrite the tactic if the PCs did something to justify it.

Silver Crusade

If they are still level 1 they will get their asses kicked and might see pretty soon that it would be a really bad idea to enter the Castle again without preparation.

I had a paladin in my group and thus had the opportunity to use the law against them: Because of the history and the dangers coming from the castle it's strictly forbidden to enter the premises. The people fear that might stir up trouble. They ran with it (partly because they did not know where the professor died exactly) and were only interested to enter the castle when more serious things started to happen.

And by that time they had pretty much taken over the town and organized a militia to defend it, so everybody listened to them anyway and nobody argued when they went to the Castle to stop the madness.

Silver Crusade

It should be noted that you posted the Pathfinder Society subforum. If this was a deliberate choice and you are indeed interested in playing PFS: Welcome! Grab a seat, whip out your dice and let's roll!

If, however, you just want to play Pathfinder with a bunch of friends, maybe a module or an AP, free of the limitations of PFS, you might get confused by the rules especially in place for PFS which differ from "normal" play.

Silver Crusade

Hm. So it does. I was under the impression that the AoMF had the same price as magic weapon enhancements - I was wrong.
Thanks, Belafon.

Silver Crusade

Why exactly would a monk want to use Brass Knuckles anyway? To add material effects like silver or cold iron to his attacks? He can use his unarmed attacks while wearing them if he chooses to attack with his feet, knees, ellbows and alike.

Also I do not understand how a player is supposed to react to something like this. He must bring the source of his equipment. He has to use the rulings made in this source because otherwise the whole idea behind providing proof would be moot.
"Yeah, I have the APG here. You see this piece of equipment? But ALSO, please not that I printed a line from the PRD which totally says that it now does 2d6 more damage per hit. Just believe me."
A player is expected to bring the books he uses, not to buy every new book just to make sure nothing changes. If something changes he can expect an errata. If no errata comes out - so be it.
Errata should be something a publisher puts out as soon as errors arise. If they don't they should not expect their players to cross reference every item with every book.

Also: How did the AA change brass knuckles? My (German) version of the book still has the line about unarmed damage.

Silver Crusade

Pathfinders are expected to fulfill the mission with their own gold if necessary. They don't get weapons for free and are still expected to fight, they don't get potions for free and are still expected to heal themselves, they don't get money for bribing and are still expected to finish the mission even if they have to resort to pay bribes.

I'm with Andrew on this one - if a party refuses to acknowledge failure and take the bitter pill of paying the bribes, they will just fail the scenario.
Though I might tell them that before handing out the sheets so that they can rethink their approach. Maybe they are under the illusion that they are not as independant from the Society as they think and expect the Society to take care of everything except beating monsters.

Silver Crusade

Is that so? I always assumed you had to purchase those vanities only if you actually wanted something out of it. For example it's perfectly reasonable to have rich parents - but you may not select the trait. It's only fluff.

Also: I think you can handwave it by saying that every Pathfinder can stay at the Grand Lodge in Absalom if they want.

Silver Crusade

You are right, I forgot about one group of werewolves. So there are seven wolves plus their pack leaders.
Seven werewolves (from two tribes) when it is said that both the Mordrinacht and the Broken do pretty much nothing but guard the temple at the moment. Also it is said that chaos breaks out as soon as their leaders die and everybody fights everybody, so there HAVE to be more than just those seven.
What I mean is this: Either the temple has almost nobody guarding it or there should be enough werewolves that the PCs are hesitating to go there because it would mean all-out war against two whole tribes. Three if the Demon Wolves join the fun. I want to find a way where they don't get the feeling that the packs are smaller then the group, but I also don't want to frighten them away from the temple...

Silver Crusade

Okay, another one!

1) We have established that prophecies are dead, dead, dead. "A band of four will gather and slay the red dragon of Black Mountain when the red moon's light falls on the oldest tree's last leaf" might result in a glorious victory or in a feast for the dragon, right?

2) You also said that some forms of divination are unaffected by this. Augury and Divination obviously work. So do Harrow Cards, so instead of the prophecy up there a fortune teller might read the cards and say something along the lines of "I see fire in your future, lots of fire, on big brings death, but to whom I cannot tell" - is this also correct?

3) What about god-given prohpecies? One Module features a vision about what will happen to the characters in the course of their adventures, and it's pretty clear about it. Doesn't that break the whole "There is no prophecy anywhere because PCs break them anyway"-rule? It seems odd to me that (relatively vague) prophecies are blocked, but very clear visions are still good to go. Or is this a case of "Mortals cannot see the future, gods can to an extend?"


The module in question is Broken Moon.

Silver Crusade


I'm sorry for the vague thread title, but I figured that what I am about to discuss might be too big of a spoiler to be named in plain sight.

The battle I want to spice up is the one at the Stairs of the Moon. Let's have a look at the situation.

The primals don't want to let anybody get in or out of the clearing. Okay, fair enough - I can see them just go "Eh" as soon as the PCs who broke through their defenses are getting shot at - let their enemies kill each other, who cares.

The weirdness starts when the PCs enter the temple. The Mordrinacht have orders to prevent someone from entering the temple and...when somebody does they just figure the monster inside will kill them. Hu? Okay, maybe these wolves are extremly lazy.

And then the PCs emerge, slaughter the three guards on top of the temple and march upwards to kill the pack leaders. And nobody seems to care.

Okay. WHAT?
It just seems weird to me that the adventure seems to assume nobody would bother to stop the party of maniacs murdering their guards and attacking the pack leaders on top of the tower. Where IS everyone? Are they constantly patrolling the entrances of the clearing to hold off the Primals? Are they all struck with plot convenience? Did they dump their perception skills?

As soon as their leaders are dead it is mentioned that they start fighting each other for the position, so obviously some of them are still around. And did what, just watching their chiefs getting killed? Nothing about werewolves indicated that they would do such a thing - if you want to be leader you fight the leader or wait for his death, but up until this point you are under his command and will help him. Even if you take into account that there are likely fights elsewhere in the forest - Broken Moon mentions multiple times that the Mordrinacht defend the temple and the Primals laid siege to the temple, basically.

So what is it? Arrogance? "Well, our boss will kill these guys swiftly and without a problem" stops working once the party (of 6 people) dispatches of the guards without any problems.
Desperation? "We have to hold our positions so the Primals don't attack and get the temple!"?

No way how I twist and turn it, it just seems weird.

Suggestions are appreciated!


Silver Crusade

Mister Game Person Fellow wrote:

Yes, I agree, thanks for posting them--but I have one (fairly basic) question: how does Adivian get these letters to the players without them being able to trace the letters back to the big evil villain?

I assume I can just kind of hand wave the details of the letter origin--after all, it's not like there's an official, standardized Ustalav postal service which requires a return address. (At least, I would assume so. I am unfortunately not that well versed in the pathfinder universe)

But, hand-waving aside, I'd like to know what you guys did to get the letters to the PCs consistently and mysteriously. Is there... is there a spell, like sending, that will do the trick? This will be my first time running a game in several years, and I am ashamed to admit I need to review the core rulebook first.

I thought about the very same problem and came to a very simple conclusion:

Feather Token - Bird. The price is a joke for a man in his position (300 gp) and it creates this nice little "Suddenly a bird lands in front of you, a letter attached to its claw. Before you can react the it turns into a feather, leaving only the letter behind."-effect.

Silver Crusade

James Jacobs wrote:
Blackbot wrote:

1. About a year ago someone asked about the Linnorm Kings. The question was whether you have to kill a Linnorm on your own to qualify or if you're allowed to gather a hunting party or something alike. Understandably, you referred to the Campaign Setting book about the Lands in question; however, I didn't find anything concerning this special issue. From what I read between the lines I concluded that it doesn't "count" if a band of heroes sets out to slay a Linnorm. Does this indeed mean that the king has to live through the battle all by himself with nobody to interfere before the battle is over?

1) The king to be must survive the battle, and must be the primary combatant. The more aid he receives in prep and during the battle, the more chances there are that his claim will be disputed. Of course, if all those who helped end up not surviving... then the surviving king gets to write history how he wants, doesn't he?

Which of course means that there very well might be a king who murdered his party members to claim the title for himself, telling stories about his lonely fight against the linnorm...that's an awesome plot hook.


Silver Crusade

Alright, time to dig up an old question and ask a new one!

1. About a year ago someone asked about the Linnorm Kings. The question was whether you have to kill a Linnorm on your own to qualify or if you're allowed to gather a hunting party or something alike. Understandably, you referred to the Campaign Setting book about the Lands in question; however, I didn't find anything concerning this special issue. From what I read between the lines I concluded that it doesn't "count" if a band of heroes sets out to slay a Linnorm. Does this indeed mean that the king has to live through the battle all by himself with nobody to interfere before the battle is over?

2. How do you describe a rogue disabling a magic trap in your games? While I can think of lots of ways to describe the disabling of mechanical traps (blocking mechanisms, snapping wires...) I cannot think of good ways to disable a trap with a trigger like alarm.

Also, take this Godzilla-sized muffin, baked in the forges of Five Kings Mountains, as an offering, o mighty one!

Silver Crusade

You might want to create a new Thread for that so that this one can be de-stickied and the new one stickied.

Stickied? Is that even a word?

Silver Crusade

Resurrecting this thread because I myself was wondering this for a long time and finally found an answer - so maybe someone who wonders the same might have the satisfaction of knowing.

The answer is buried in the Broken Moon-AP. Not in the adventure itself, mind you, but in the text about lycanthropes. I cannot quote it since I only own the German version, but the core of it is this:

The curse is only really active while the lycanthrope is in a changed form, the rest of the time it lies dormant. So you cannot go to a cleric and let him cast "Remove Curse" in human form - you have to actually change into hybrid form for that to work.
But of course your hybrid form is a chaotic evil lunatic who only wishes to slaughter everything, so this raises a whole new level of "dangerous cure" - ony this time the healer is in danger, not the patient.

Silver Crusade

Greetings fellow Pathfinders,

first off, I am aware that there already is a discussion thread for The Frostfur Captives. It was created back when the scenario came out and you can find it here:
The Frostfur Captives
However: as we all know, resurrection such an old thread leads to newcomers only reading the first posts only and not bothering with the reason why it came back up in the first place, so I created this new thread. Also: Very minor spoilers ahead. Nothing you don't know after the first 5 minutes of playing the scenario.

Now, first off: I know that I am not allowed to change any mechanics in a scenario. I may not change a troll to a troglodyte because I see it as a better fit or move a scenario from Mwangi to Ustalav just because I like.
So all the tweaks I want to make are ones which happen in the "Intro" to the scenario.

Now! While the scenario still reads like a fun ride two things are just off.

First problem: The scenario basically starts by saying "Please get to the place where the mission takes place as soon as possible. You will have a few days when you get there. Take the next available ship, you will be there in a few months."
Maybe you already see the slight problem here...;)

Second problem: The mission is "The Shadow Lodge rejoined the society. We have to deal with the renegade cells. Torch told us how to gain information about this one cell, please do it." As we all know, the Shadow Lodge left the society again, so...little problem here?

The solutions I can see for the first problem are these:
  • The PCs already are up there. They were part of the team which was sent up there and haven't done much in the past few weeks except waiting for the "Go!" - the scenario starts when the signal came and the briefing doesn't happen in Absalom, but right where the action is.
  • Teleportation Cirble. Because the Society always has a wizard 17 around for fun like this.


Second problem: It wasn't Torch who provided the info but a captured member of the Shadow Lodge.
Or maybe a traitor.
Or it all happened before the Shadow Lodge left - the group I inted to play it hasn't played any scenario where the leaving of the Shadow Lodge played any role at all, so acting as if it was still part of the society might work, but confuse the players.

Any input would be appreciated!


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