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Doug Miles's page
Pathfinder Adventure Path Charter Subscriber.     Pathfinder Society GM. 761 posts (1,497 including aliases). 43 reviews. 1 list. No wishlists. 11 Pathfinder Society characters. 1 alias.
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It will be interesting to see what the difference in PC spread is between PaizoCon 2011 & PaizoCon 2012. Last year all 4 parts of the Eyes of the Ten arc were offered. IIRC four players signed up for Part 1, two players signed up for Part 2, one player signed up for Part 3 and zero players signed up for Part 4. When Part 1 began we discovered that two players didn't even have 12th level PCs, they thought you got a pre-gen for the game. I think it will be really cool if there is a Tier 12 table or tables at PaizoCon. Maybe since it will be an exclusive event (vs Eyes of the Ten) it will garner more high-level players. Or will the theory that most players PFS enjoy mid-level play rather than high-level prove true? We will know on July 7th. I hope Mark doesn't do a bunch of work for nothing!
It was saved from retirement by popular outcry.
Copy that. Thanks!
Patrick Renie wrote: Mattastrophic wrote: Michael Brock wrote: All I can do is ask everyone to have a little patience while we work towards improving the campaign. Is there any way you could perhaps share what sorts of ideas your weekly discussions have produced?
Also... so, Mike, how 'bout that Synthesist? And that White-Haired Witch?
-Matt While I can't speak for the Synthesist at the moment, we have come up with some errata for the White-Haired Witch.
On page 23 of the Dragon Empires Gazetteer, in the White-Haired Witch archetype, in the Constrict, Trip, and Pull paragraphs, change "free action" to "swift action". I'm not seeing any White-Haired Witch archetype on page 23, or anywhere in Dragon Empires Gazetteer. I see the 2nd page for the national profile of DTANG MA.
I think you are going to be holding your breath for a while yet, D-Moon. The bosses have bigger fish to fry than smoothing out everyone's endless 'theoretical' "what if" questions that only lead to more nuanced questions. If you are willing to make your own call, and no one is screaming foul when you do, then your work is done. I'm not Mike, and he didn't approve this message.

I think it's important to get our terms clear. Are we talking about a game that gets cut short and never resumes? Are we talking about a player who walks away from the table? Are we talking about when a PC dies early and isn't revived? I am sure that members will quibble over these circumstantial differences. This is how I view all cases:
If you don't complete the requisite encounters you do get a Chronicle sheet--you just don't get XP. Your Gold and PP/Fame are adjusted according to what you had completed up to the point your PC could no longer participate.
So Point #2 is moot. You played. If you received credit (in any form), you may not repeat outside of the established guidelines. This opens up the Pandora's Box of "How much play disqualifies me?". What if I get pulled from a game after the boxed text was read? Give me a break. Be open with your GM, respect their judgment. Don't look for a campaign ruling on this.
You should report an incomplete session. Some players might finish and others may not. Reporting is important.
I would leave it to the GM's judgement if they wanted to claim a GM Reward Chronicle for an incomplete session/scenario. I think if the GM did the prep work, which is the lion's share of the effort, they should get a Reward Chroncle even if the players never finish. But again, that's a judgment call.

What elements are missing:
I would like to see more interaction allowed between tables in combat. This would enable the encounters to be more lethal since assistance would be close by. Bardic performances could benefit adjacent tables. Allow PCs to spend a round transitioning from their home table to a neighboring table during combat. This has worked before in LG interactives. Got a table full of wizards and rogues at Tier 3-4 who need healing? Shout over to the Tier 7-8 table who have two clerics. This concept would require an open-field combat of some sort. Maybe it wouldn't be practical for the entire Special, but it could be done for a few fights to make them more challenging (CR+4). Potentially this means you have a whole table at Tier 1-2 bugging out to a neighboring table. So be it. If someone else doesn't step up from another table, everyone's encounter at adjacent tables gets bumped up to the next Tier. Let's have some fun!
I'd also like to see some missions changing by tier. Example: After the big open-field battle, the Pathfinders have to assault the BBEG's fortress. Tier 1-2 & 3-4 have to do a sewer crawl to get inside the complex and get the puzzle-trapped front door open from the undefended side. Tier 5-6 & 7-8 have to keep the attention of the fortress's airborne defenders until the low tier teams succeed. Tier 10-11 face off against the name-level BBEG & his elite guards as they try to escape.
I would also like to see a Special that takes place in an established locale, like Gallowspire or in the city of Usaro (we're coming for you Gorilla King!). That would be more memorable than a recently fabricated setting or another jaunt through Absalom. Make it epic. Many the LG Specials were related to classic D&D dungeons. White Plume Mountain. The Lost Caverns of Tsojcanth. The Forgotten Temple of Tharizdun. Pathfinder should be making a similar impression on its fans.
Another element I would like to see is more classic monsters used. I never played or GMed Blood Under Absalom but as I recall from being a potential GM there were a lot of human/humanoid opponents. Yawn. Year of the Shadow Lodge generated a lot of excitement due to the dragons. Let's have a Special that has aboleth, linnorms, a lich -- something that makes the players recoil and break out in a cold sweat when they get a description.
Stephen earned his 5th star a long time ago. I am proud that Mike has chosen to recognize his accomplishments now, rather than make him come to the US and do the 5-star song & dance here. This is sorta like the war hero who gets his medals awarded after the war has been over for 25 years...
Beerwolf wrote: Great job organizing Bob and all others who either DM'd or played. I wish my wife wasn't so sick so she could have attended, which made me miss quite a few slots. I'll make sure and not tell her that :)
Doug, first time I played at a table where you DM'd. You did an awesome job, and most rememarble of such a DM in a long time.
Great time all around.
Beerwolf, thank you for the compliment. I was fortunate that all the players at my tables were organized, good-humored and community-minded. It made the con relaxing and enjoyable.
Just FYI, you should include a "SPOILER" warning in your topic title so no one reads these spoilers by accident :)
The template does not remove any feats such as weapon or armor proficiency, nor does it inhibit spellcasting unless the caster's primary ability score drops below the minimum needed to cast their spells. Remind the players that the template is as much a role-playing tool as a mechanical one. I would consider it more fun to act like a beast (use natural attacks rather than weapons) rather than just play my PC with some stat adjustments.
Hey, where'd the "Favorite" button go? I wanna use it!
Edit: Oh, there it is. I don't use that feature very often.
I don't think you're being a wet blanket Bob, you are just thinking about the practical considerations. I agree that small-to-medium conventions just don't have the volunteers or the time to accomplish mass/open audits. It almost needs to be done by appointment before or after the event.
Maybe next year at Winter War you could switch "Audit" for "Fumble" on your random prize generation list...

What if there was a Chronicle sheet you could get for having your character audited by a GM at a convention or gameday? I understand the complications and I agree with Bob & Thea about the logistical nightmare that an audit presents. However, we all know the power of greed. What if Mike & Mark create an "Audit Chronicle" with boons based on success conditions? Each PC can get one every three levels. The sheet has specific areas that the PC must be checked off on. Compliance in each area grants a score from 0-2. A higher score leads to better boons. The advantage is the Chronicle is part of the PC's records and down the road (assuming the player can get an audit every three levels) an auditing GM can see if previous mistakes were corrected or are being repeated. Now getting audited is seen as a positive instead of a negative. Players will volunteer to have it done.
Do I think that cheating/mistakes are rampant in the game and require such a time-intensive solution? Not really. I just want to get the community onboard & make more work for Mike & Mark. There are always a few players whose characters make me raise an eyebrow. In my case, I just don't play with these people if I can help it.
In a campaign where we are all volunteers and the intent is to sell Paizo products, you have to give players the benefit of the doubt. If caught, no cheater is going to admit it. They are going to say they made a mistake--cause who hasn't ever done that? Then they are going to mend their ways for a few sessions and go right back to their cheating ways. The whole issue with cheaters is they think they are smarter than everyone else, so the rules don't apply to them.

So I ran this once for each tier over the weekend, and it went very well. When I get some more time I will write up a proper review. I want to make an observation about the Faction missions. The specific success conditions regarding the use of Defensive Points does not match the vague instructions given on the mission slip. It seems like the missions were written in haste and are going to require some strong hints from the GM in order for the players to have a clue about what they are expected to do.
I also added something to the scenario after the final combat and I'm working to refine it a little more now. I introduced Je Tsun as being further along in her pregnancy, then she goes into early labor during the final fight. I give the players the impression that without assistance she (and her baby) will die and the PCs fail their mission. A Heal check is needed to turn the baby and stop the mother's hemorrhaging. A DC 15 saves the mother but the baby is lost. A DC 20 saves both mother & baby. Tien babies are not given names until they reach 12 months of age due to high mortality. If the baby is saved Je Tsun says she will name it after the PC who made the Heal check :)
+1

Of the three parts, I liked this one the least.
My players offered no resistance to the nomads and allowed the ship to be boarded. Then after the nomads were closer they lit them up. The nomads are CN, why kill travelers when you can rob them again and again? Next time the players use this tactic I might have the nomads approach differently, since the PCs never got scratched.
The encounter with the Lingshen officers goes the same every time. The players allow their ship to be boarded, then try and take the soldiers unaware. Very little challenge.
The kijimuna likewise were not a challenge. Even the high tier opponents hit like 1st level mooks. This encounter does nothing to add to the adventure.
The optional encounter was contrived and could have been something much cooler out of the Bestiary 3. Why weren't kappa used?
The fight between the ships was the greatest challenge. This was due to the magus, who unleashed a furious attack a-la Dalsine Affair. I really don't like the class. The players had a fight on their hands, but after the magus scared the poop out of the players they unloaded on her and she was smoked in 2 rounds. Three PCs went down in the fight and it was the only significant damage out of any encounter.
In a world of eidolons and open worship of evil deities, I don't think anyone is going to object to a doll. Golarion is not a country club. There are two ways to deal with your player.
1) He's looking for attention. Give it to him. During role-playing encounters NPCs who you think are squeamish might keep looking at him nervously. You could apply a diplomacy penalty in such circumstances. You could take it further and really drag the game out by trying to apply 20th Century morality to a fantasy game.
2) He's looking for attention. Don't give it to him. If you do, he may keep pushing the boundaries. Ignore the doll. NPCs look right through it without batting an eyelash. No one is impressed. Soon he will forget he's carrying it and the game can continue without the sideshow.
I think the requirements for maintaining a 5-Star rating are completely fair and I applaud Mike for instituting them. If a 5-Star falls off and gets demoted to a 4-Star, how much of a blow is it really? The perks for being a 5-Star vs a 4-Star are pretty insubstantial (currently). I intend to maintain my stars. I will be surprised if anyone who is currently a 5-Star and loses one actually cares. You either want to be involved or you don't.
Thanks to Bob and all his minions, among which I was counted. This was a very well-organized PFS convention. The best I have seen, in fact. All my players were fun, considerate and prepared. It made GMing very relaxing. Thanks guys! I hope that Bob isn't smart enough to escape from organizing PFS at Winter War next year. It's going to be even bigger, wait and see!
OK, OK, OK, last question (today). In the assault on the village, is it assumed to be twilight conditions AKA 20% miss chance for those without low-light vision? The way the boxed text reads, the tengu use the darkness to advance on the barricades. Nothing is mentioned outside of the boxed text, but I have to assume that the tengu waited until dusk to attack for that advantage. Should any concealment conditions be applied or is the use of 'twilight' and 'dusk' just for flavor?
Joseph Caubo wrote: Doug Miles wrote: Tide of Morning
Tide of Twilight
Fingerprints of the Fiend
Fury of the Fiend
Silent Tide
The Many Fortunes of Grandmaster Torch
Delirium's Tangle
These are only connected by their involvement of the infamous Grandmaster Torch.
The Mantis' Prey? Don't tell me the almighty Doug Miles missed something relating to PFS...
/Well I never! Yes, but there is a significant level gap between the first three and The Mantis' Prey. That's why I didn't include it :)

Another issue that this scenario avoids is what to do if some of the PCs want to take the fight to the Thundering Eclipse. I can foresee there being players who say "I am going to wait until the tengu make their camp then snipe at them from concealment/use hit-and-run tactics." OR "I am going to try and stealth into their camp and steal their horses/assassinate their officers". I think it's important for GMs to think about how they will handle this, because without a doubt there will be players who will take this scenario in a completely different direction. At Tier 4-5 there will potentially be a wizard with fly and fireball. How many tengu bad guys can there possibly be? A hundred? Two hundred? How many are going to be clustered into fireball template?
I'm not saying this is an error in the scenario design. This can potentially be a lot of fun for bold players. But there will be other players at the table who are going to sit and watch as off-script combats are played out. Just something to think about...
Tide of Morning
Tide of Twilight
Fingerprints of the Fiend
Fury of the Fiend
Silent Tide
The Many Fortunes of Grandmaster Torch
Delirium's Tangle
These are only connected by their involvement of the infamous Grandmaster Torch.

Does anyone remember the Dungeon magazine adventure "The Siege of Kratys Freehold"? This scenario reminds me a lot of it, and if Defenders of Nesting Swallow is as fun as The Siege of Kratys Freehold then this scenario should earn some high reviews.
I have only started to read through it, but already I am frustrated with the first encounter. The tengu have mounts and are designed for mounted combat, but the map they are squeezed onto does not tactically provide for ride-by attacks. The pogs on the map are medium sized but the horses should be size large. The PCs have a surprise round to move up and bottleneck the road. The Woodlands flipmat just does not work with the encounter as written. I think the result will be the tengu will fight in place and use their warhorses to make full attacks, inflicting more damage than the author intends, especially to 1st level PCs. Having a more open map would enable the tengu to survive longer--which potentially works in the favor of the PCs. I'll have a better feel for this scenario after running it twice at Winter War.
DMFTodd wrote: If a table ends up without any healing ability, is it appropriate for Society play for the DM to include an NPC cleric just for healing?
I've got a table tonight of Wizard, Wizard, Wizard, Fighter and a module that doesn't lend itself to resting.
This is a decision the players need to make. You can caution them that the scenario is not going to allow for rest and it's your suggestion someone swap out their PC with a cleric. However, just because they have no healing doesn't mean they are doomed to failure. Some players may enjoy themselves more with this handicap. It's their choice, don't bend the rules because you think you know what's best for them. Adding a cleric as an NPC is not allowed under Society rules, unless there are less than 4 players. Out of curiousity, which scenario will you be running?
Hoo-ray! Thanks Mark! Looks cool!!
I think the Chronicle sheet is interesting, but would have been happier if all 3 scenarios needed to be played in sequence to get the benefit.
My guess is that it's in the pipeline but has been delayed due to the Snowpocalypse.
Ryan Kappler wrote: I just tried to send an email to Josh (josh@paizo.com), but it came back as undeliverable. Can someone have him contact me concerning a local convention coming up in June in Cleveland?
ryan.p.kappler@gmail.com
Joshua Frost hasn't worked for Paizo in 15 months. You will want to contact the new Campaign Manager Mike Brock mike.brock@paizo.com.
Timothy McNeil wrote: Robert Trifts wrote: We all like to wear our chevrons on our sleeves, as it were. This would be a tangible and valuable "reward" that costs nothing to Paizo and would be appreciated by most (though perhaps not all) PFS GMs. I would be open to the idea of Paizo issuing star pins to those who are at the three star or higher level. Should not be cost prohibitive, but may be more than Paizo wants to dedicate to its judges.
I plan on going down to the local Army Navy Surplus Store and picking up a 2 Star General Pin (replica, of course) when I earn my 2nd star. All those gold stars or chevrons will do is put a big bullseye on you & your GMing. There are players that love to be a thorn in the GM's side and coming to the table with any kind of coup like that will make you a target. Why do you think the VCs wear red shirts?
The check or money order for $500 made out to Mark Moreland? ;)
I was thinking about the same thing. How about offering a Chronicle sheet for attending the meeting? You have to get it signed by 10 VCs/VLs and 10 regular members before leaving the meeting for it to be valid. I'm not sure how many officers will attend but maybe the event is prior to the exclusive VC dinner at GenCon. The Chronicle gives your PC a Diplomacy bonus when interacting with a VC or NPC member of the Society.
There was a cool arms & armor company that makes decorative shields with crests. I have their website bookmarked somewhere. About 10 years ago WOTC had a shield created for each Living Greyhawk region. At the last GenCon of the campaign there was a competition to earn a shield. Some regions made threats to win other regions' shields. It made the whole thing much more exciting and meaningful. It would be cool to create an event featuring a competition between the Factions since that got phased out of the Society at the end of Season 0.

I belatedly realized my error--the request was to sort by tier.
Tier 1 ONLY
PFS3-I1 First Steps, Part 1: In Service to Lore 1
PFS3-I2 First Steps, Part 2: To Delve the Dungeon Deep 1
PFS3-I3 First Steps, Part 3: A Vision of Betrayal 1
Tier 1-5
PFS#1 Silent Tide 1«5
PFS#2 The Hydra's Fang Incident 1«5
PFS#3 Murder on the Silken Caravan 1«5
PFS#4 Frozen Fingers of Midnight 1«5
PFS#5 Mists of Mwangi 1«5
PFS#6 Black Waters 1«5
PFS#8 Slave Pits of Absalom 1«5
PFS#13 The Prince of Augustana 1«5
PFS#23 Tide of Morning 1«5
PFS#33 Assault on the Kingdom of the Impossible 1«5
PFS#39 The Citadel of Flame 1«5
PFS#45 Delerium's Tangle 1«5
PFS#47 The Darkest Vengence 1«5
PFS2-11 The Penumbral Accords 1«5
PFS2-13 Murder on the Throaty Mermaid 1«5
PFS2-15 Shades of Ice, Part 1: Written in Blood 1«5
PFS2-17 Shades of Ice, Part 2: Exiles of Winter 1«5
PFS2-19 Shades of Ice, Part 3: Keep of the Huskarl King 1«5
PFS3-01 The Frostfur Captives 1«5
PFS3-05 Tide of Twilight 1«5
PFS3-07 Echoes of the Overwatched 1«5
PFS3-09 The Quest for Perfection, Part 1: The Edge of Heaven 1«5
PFS3-11 The Quest for Perfection, Part 2: On Hostile Waters 1«5
PFS3-13 The Quest for Perfection, Part 3: Defenders of Nesting Swallow 1«5
Tier 1-7
PFS2-VC The Midnight Mauler 1«7
PFS#7 Among the Living 1«7
PFS#14 The Many Fortunes of Grandmaster Torch 1«7
PFS#17 Perils of the Pirate Pact 1«7
PFS#24 Decline of Glory 1«7
PFS#29 The Devil You Know, Part 1: Shipyard Rats 1«7
PFS#30 The Devil You Know, Part 2: Cassomir's Locker 1«7
PFS#35 Voice in the Void 1«7
PFS#37 The Beggar's Pearl 1«7
PFS#41 The Devil You Know, Part 3: Crypt of Fools 1«7
PFS#43 The Pallid Plague 1«7
PFS#48 The Devil We Know, Part 4: Rules of the Swift 1«7
PFS#49 Among the Dead 1«7
PFS#51 The City of Strangers, Part 1: The Shadow Gambit 1«7
PFS#52 The City of Strangers, Part 2: The Twofold Demise 1«7
PFS#55 The Infernal Vault 1«7
PFS2-01 Before the Dawn, Part 1: The Bloodcover Disguise 1«7
PFS2-02 Before the Dawn, Part 2: Rescue at Azlant Ridge 1«7
PFS2-21 The Dalsine Affair 1«7
PFS2-23 Shadow's Last Stand, Part 1: At Shadow's Door 1«7
PFS2-24 Shadow's Last Stand, Part 2: Web of Corruption 1«7
Tier 3-7
PFS3-02 Sewer Dragons of Absalom 3«7
PFS3-06 Song of the Sea Witch 3«7
PFS3-08 Among the Gods 3«7
Tier 5-9
PFS#16 To Scale the Dragon 5«9
PFS#27 Our Lady of Silver 5«9
PFS#31 Sniper in the Deep 5«9
PFS#50 Fortune's Blight 5«9
PFS#56 The Jester's Fraud 5«9
PFS2-3 The Rebel's Ransom 5«9
PFS2-6 The Heresy of Man, Part 1: The First Heresy 5«9
PFS2-7 The Heresy of Man, Part 2: Where the Dark Things Sleep 5«9
PFS2-9 The Heresy of Man, Part 3: Beneath Forgotten Sands 5«9
PFS2-25 You Only Die Twice 5«9
PFS3-03 The Ghennet Manor Gauntlet 5«9
PFS3-10 The Immortal Conundrum 5«9
PFS3-12 Wonders in the Weave, Part 1: The Dog Pharaoh's Tomb 5«9
PFS3-14 Wonders in the Weave, Part 2: Snakes in the Fold 5«9
Tier 7-11
PFS#20 King Xeros of Old Azlant 7«11
PFS#22 Fingerprints of the Fiend 7«11
PFS#26 Lost at Bitter End 7«11
PFS#28 Lyrics of Extinction 7«11
PFS#32 Drow of the Darklands Pyramid 7«11
PFS#34 Encounter at the Drowning Stones 7«11
PFS#36 Echoes of the Everwar, Part 1: The Prisoner of Skull Hill 7«11
PFS#38 No Plunder, No Pay 7«11
PFS#40 Hall of Drunken Heroes 7«11
PFS#42 Echoes of the Everwar, Part 2: The Watcher of Ages 7«11
PFS#44 Echoes of the Everwar, Part 3: The Terror at Whistledown 7«11
PFS#53 Echoes of the Everwar, Part 4: The Faithless Dead 7«11
PFS2-04 Shadows Fall on Absalom 7«11
PFS2-08 The Sarkorian Prophesy 7«11
PFS2-10 Fury of the Fiend 7«11
PFS2-12 Beneath the Silver Tarn 7«11
PFS2-14 The Chasm of Screams 7«11
PFS2-16 The Flesh Collector 7«11
PFS2-18 The Forbidden Furnace of Forgotten Koor 7«11
PFS2-20 Wrath of the Accursed 7«11
PFS2-26 The Mantis' Prey 7«11
PFS3-04 The Kortos Envoy 7«11
Tier 12
PFS#46 Eyes of the Ten, Part 1: Requiem for Red Raven 12
PFS#54 Eyes of the Ten, Part 2: Maze of the Open Road 12
PFS2-05 Eyes of the Ten, Part 3: Red Revolution 12
PFS2-22 Eyes of the Ten, Part 4: Nothing Ventured, Nothing Gained 12
Special Events
PFS3-0 Blood Under Absalom 1«11
PFS2-0 Year of the Shadow Lodge 1«11
Sanctioned Modules
PFS2-WG We Be Goblins! 1
PFS1-MF Master of the Fallen Fortress 1
PFS2-GH The Godsmouth Heresy 1-2
PFS1-CEF Crypt of the Everflame 1-2
PFS1-MLG Masks of the Living God 2-4
PFS3-FRM Feast of Ravenmoor 2-4
PFS1-CaH Carrion Hill 4-6
PFS1-CGD City of Golden Death 4-6
PFS1-SS From Shore to Sea 4-6
PFS2-RFQ Realm of the Fellnight Queen 6-8
PFS2-ED Cult of the Ebon Destroyers 7-9
PFS2-HA The Harrowing 8-10
PFS1-CRS Curse of the Riven Sky 9-11
PFS2-AS Academy of Secrets 12-13
PFS2-IM Tomb of the Iron Medusa 12-14
It's odd though. The first thing I did when I read this post was open up "Orcs of Golarion". That would have been the obvious source for new 'orc-type' weapons. But nada. Disappointing, but it's a little late to grouse about it.
I don't think that Jason meant disrespect. If promotion of the game is our intent, then players should not feel like they are being backed into a corner if they want to use a perk they paid for with cash. I think the campaign should maintain a casual approach to the T-shirts and not draw any lines in the sand. Gamers are independent spirits and there'll be backlash if they feel like they are being used for a marketing ploy (which they are). Let sleeping dogs lie. If someone buys a T-shirt, they should be able to utilize it as they see fit so long as it doesn't become abusive.
That was a lot of typing...

Season 0:
PFS#1 Silent Tide 1«5
PFS#2 The Hydra's Fang Incident 1«5
PFS#3 Murder on the Silken Caravan 1«5
PFS#4 Frozen Fingers of Midnight 1«5
PFS#5 Mists of Mwangi 1«5
PFS#6 Black Waters 1«5
PFS#7 Among the Living 1«7
PFS#8 Slave Pits of Absalom 1«5
PFS#9 Eye of the Crocodile King 1«5 [RETIRED]
PFS#10 Blood at Dralkard Manor 1«7 [RETIRED]
PFS#11 The Third Riddle 1«5 [RETIRED]
PFS#12 Stay of Execution 1«7 [RETIRED]
PFS#13 The Prince of Augustana 1«5
PFS#14 The Many Fortunes of Grandmaster Torch 1«7
PFS#15 The Asmodeus Mirage 1«7 [RETIRED]
PFS#16 To Scale the Dragon 5«9
PFS#17 Perils of the Pirate Pact 1«7
PFS#18 The Trouble With Secrets 5«9 [RETIRED]
PFS#19 Skeleton Moon 1«7 [RETIRED]
PFS#20 King Xeros of Old Azlant 7«11
PFS#21 The Eternal Obelisk 5«9 [RETIRED]
PFS#22 Fingerprints of the Fiend 7«11
PFS#23 Tide of Morning 1«5
PFS#24 Decline of Glory 1«7
PFS#25 Hands of the Muted God 5«9 [RETIRED]
PFS#26 Lost at Bitter End 7«11
PFS#27 Our Lady of Silver 5«9
PFS#28 Lyrics of Extinction 7«11
Season One:
PFS#29 The Devil You Know, Part 1: Shipyard Rats 1«7
PFS#30 The Devil You Know, Part 2: Cassomir's Locker 1«7
PFS#31 Sniper in the Deep 5«9
PFS#32 Drow of the Darklands Pyramid 7«11
PFS#33 Assault on the Kingdom of the Impossible 1«5
PFS#34 Encounter at the Drowning Stones 7«11
PFS#35 Voice in the Void 1«7
PFS#36 Echoes of the Everwar, Part 1: The Prisoner of Skull Hill 7«11
PFS#37 The Beggar's Pearl 1«7
PFS#38 No Plunder, No Pay 7«11
PFS#39 The Citadel of Flame 1«5
PFS#40 Hall of Drunken Heroes 7«11
PFS#41 The Devil You Know, Part 3: Crypt of Fools 1«7
PFS#42 Echoes of the Everwar, Part 2: The Watcher of Ages 7«11
PFS#43 The Pallid Plague 1«7
PFS#44 Echoes of the Everwar, Part 3: The Terror at Whistledown 7«11
PFS#45 Delerium's Tangle 1«5
PFS#46 Eyes of the Ten, Part 1: Requiem for Red Raven 12
PFS#47 The Darkest Vengence 1«5
PFS#48 The Devil We Know, Part 4: Rules of the Swift 1«7
PFS#49 Among the Dead 1«7
PFS#50 Fortune's Blight 5«9
PFS#51 The City of Strangers, Part 1: The Shadow Gambit 1«7
PFS#52 The City of Strangers, Part 2: The Twofold Demise 1«7
PFS#53 Echoes of the Everwar, Part 4: The Faithless Dead 7«11
PFS#54 Eyes of the Ten, Part 2: Maze of the Open Road 12
PFS#55 The Infernal Vault 1«7
PFS#56 The Jester's Fraud 5«9
Season Two:
PFS2-1 Before the Dawn, Part 1: The Bloodcover Disguise 1«7
PFS2-2 Before the Dawn, Part 2: Rescue at Azlant Ridge 1«7
PFS2-3 The Rebel's Ransom 5«9
PFS2-4 Shadows Fall on Absalom 7«11
PFS2-5 Eyes of the Ten, Part 3: Red Revolution 12
PFS2-6 The Heresy of Man, Part 1: The First Heresy 5«9
PFS2-7 The Heresy of Man, Part 2: Where the Dark Things Sleep 5«9
PFS2-8 The Sarkorian Prophesy 7«11
PFS2-9 The Heresy of Man, Part 3: Beneath Forgotten Sands 5«9
PFS2-10 Fury of the Fiend 7«11
PFS2-11 The Penumbral Accords 1«5
PFS2-12 Beneath the Silver Tarn 7«11
PFS2-13 Murder on the Throaty Mermaid 1«5
PFS2-14 The Chasm of Screams 7«11
PFS2-15 Shades of Ice, Part 1: Written in Blood 1«5
PFS2-16 The Flesh Collector 7«11
PFS2-17 Shades of Ice, Part 2: Exiles of Winter 1«5
PFS2-18 The Forbidden Furnace of Forgotten Koor 7«11
PFS2-19 Shades of Ice, Part 3: Keep of the Huskarl King 1«5
PFS2-20 Wrath of the Accursed 7«11
PFS2-21 The Dalsine Affair 1«7
PFS2-22 Eyes of the Ten, Part 4: Nothing Ventured, Nothing Gained 12
PFS2-23 Shadow's Last Stand, Part 1: At Shadow's Door 1«7
PFS2-24 Shadow's Last Stand, Part 2: Web of Corruption 1«7
PFS2-25 You Only Die Twice 5«9
PFS2-26 The Mantis' Prey 7«11
PFS2-VC The Midnight Mauler 1«7
Season Three:
PFS3-I1 First Steps, Part 1: In Service to Lore 1
PFS3-I2 First Steps, Part 2: To Delve the Dungeon Deep 1
PFS3-I3 First Steps, Part 3: A Vision of Betrayal 1
PFS3-01 The Frostfur Captives 1«5
PFS3-02 Sewer Dragons of Absalom 3«7
PFS3-03 The Ghennet Manor Gauntlet 5«9
PFS3-04 The Kortos Envoy 7«11
PFS3-05 Tide of Twilight 1«5
PFS3-06 Song of the Sea Witch 3«7
PFS3-07 Echoes of the Overwatched 1«5
PFS3-08 Among the Gods 3«7
PFS3-09 The Quest for Perfection, Part 1: The Edge of Heaven 1«5
PFS3-10 The Immortal Conundrum 5«9
PFS3-11 The Quest for Perfection, Part 2: On Hostile Waters 1«5
PFS3-12 Wonders in the Weave, Part 1: The Dog Pharaoh's Tomb 5«9
PFS3-13 The Quest for Perfection, Part 3: Defenders of Nesting Swallow 1«5
PFS3-14 Wonders in the Weave, Part 2: Snakes in the Fold 5«9
Sanctioned Modules:
PFS1-MF Master of the Fallen Fortress 1
PFS1-CaH Carrion Hill 4-6
PFS1-CGD City of Golden Death 4-6
PFS1-CEF Crypt of the Everflame 1-2
PFS1-CRS Curse of the Riven Sky 9-11
PFS1-FSS From Shore to Sea 5-7
PFS1-MLG Masks of the Living God 2-4
PFS2-WG We Be Goblins! 1
PFS2-HA The Harrowing 8-10
PFS2-AS Academy of Secrets 12-13
PFS2-IM Tomb of the Iron Medusa 12-14
PFS2-ED Cult of the Ebon Destroyers 7-9
PFS2-GH The Godsmouth Heresy 1-2
PFS2-RFQ Realm of the Fellnight Queen 6-8
PFS3-FRM Feast of Ravenmoor 2-4
Special Events:
PFS0-PC Grand Convocation Special -
PFS2-0 Year of the Shadow Lodge 1«11
PFS2-PC Grand Melee 2011 1«11
PFS3-0 Blood Under Absalom 1«11
So far the coolest disease in PFS has been leprosy, which is communicable via touch. Unfortunately it has a incubation time of weeks, so you really can't gross-out your opponents since the symptoms take too long to present. I imagine if you didn't want your character to be searched, contracting leprosy would be a great way to avoid unwanted scrutiny. I don't think you can voluntarily fail a Fort save however. I have a rage prophet that has the wasting curse which presents as leprosy, so the Society has little choice but to send him on missions.

This is a drawback of PFS that I would like to see addressed. It's too far into the campaign to start a Time Unit system, but I don't think it's out of the question to mention somewhere on the Chronicle the number of days of travel time/down time before the next scenario.
As things are, a lot is up to GM interpretation. You will likely hear a lot of different ways each PFS GM likes to handle disease. Effectively the only diseases that need to be resolved with Saves or a Remove Disease are those that affect Constitution or are Drain as opposed to Damage. All other types of damage are non-lethal and given enough time (and in PFS there isn't a time frame between missions) the law of averages says that a save will be made and enough time will pass to heal up the ability damage.
In the event of a Con-loss disease, I allow a player to roll their saves and take their damage until they are about to die. If they can't make the save(s) then they eventually have to pay for the Remove Disease. They need to be careful since Remove Disease isn't a guarantee anymore, and their Fort save gets worse every time they take a Con hit. If they make their save(s) before they get close to death, then they save themselves the cost of a Remove Disease. The disease and resolution is documented on their Chronicle.
Because of the lack of a timeline in PFS, most diseases are irrelevant. It's really too bad, and I hope that Mike Brock has an entry on his to-do list to put some bite back into diseases in PFS.
What some good players like Painlord might do is carry a disease over to the next scenario and not accept the infinite amount of disposable time between scenarios. Keep in mind with the incubation time of most diseases, the scenario is over before the symptoms even begin to present. Everything happens off-screen. Voluntarily not taking a cure and resolving a disease in the next scenario is a practice that I would like to see spread.
1) It depends. If you are uncomfortable with killing other people's characters when they use poor tactics, gimpy builds or when the dice are just going against them, then yes you are a wimp. If you felt the players were new to the campaign and a TPK would spell the last time they sat down to play Pathfinder Society, then you're not a wimp, your a good organized play GM.
2) First level is rough. Each PC is a crit away from getting smoked for good. In the higher level scenarios PCs can and should die on occasion. Without the risk of death the game tends to lose excitement.
3) It depends how much you are GMing. If you TPK a party every five scenarios, there's a problem with your GMing. If you TPK a party every 50 scenarios then you're pretty average.

sarstony wrote: Thank you all so much for the information. The closest place to play as far as a game shop closes at 8PM each night and I do not have room at my house to play. I may have to have my group rent a hotel conference room once a week or once everyother week or something. Sarstony,
You will find that hotel conference rooms are very expensive. I recommend you think out of the box. Are there restaurants or bars in your town that stay open late on weeknights? Do a little scouting around. If you can find a restaurant with a private or semi-private room that has hours until 11pm or later, approach the manager about hosting an event. Chances are if your players agree to order an entree or a few drinks over the course of the evening, the restaurant will welcome the extra patrons who otherwise would not be coming in. There may not even be a charge for the room, seeing that it would otherwise be going unused on a weeknight. I have had great success in two places using this approach. You have to be willing to step outside of your comfort zone a bit in order to make the 'sales pitch' to the manager, but you might be surprised how welcoming a restaurant or bar will be for some extra business on a slow week night.
Whiskey Jack wrote: This is much-a-do about a single re-roll. +1
Respect your GM's wishes. I disagree, and personally I sometimes bring shirts for my players if they need to use one. None of us can come to your table and order your GM to let you share multiple t-shirts. Arguing over this or simply telling your GM that he's wrong may cause him to be resentful or dig his heels in. You need to diplomatically make a point that the rules don't say that you have to own the shirt you use. If your GM won't move then drop it, it's not worth getting bent out of shape over.
Just imagine what the numbers would be if everyone who played actually reported their events!
Here's a challenge: What is the lowest Event # you can find on your Chronicles?
Before the Dawn is harder. City of Strangers is more interesting.
I think the trap that some of us fall into here is that we want to solve Harles' problem for him and get him back into the game. That's not what Harles is looking for here. He had a bad experience and he wanted to talk about it. His feelings are valid and I wouldn't blame him for not wanting to go through it again. Everyone who has GMed for any length of time has their 'jerk player' story. Harles had it in spades. I understand where he's coming from. I can't lower his standards for him, and I can't tell him it will be better next time he tries. All I can say is "I feel your pain". GMing organized play in the public setting can be a harrowing experience.
Although Neil isn't actually going someplace else, I still feel a sense of loss like I'm not going to see him again. He's been a good friend and a vital sounding board on all things PFS. I've always admired Neil's even temperament and abundant good humor. He was an excellent VC. Unfortunately his job as his nation's Apologist Laureate has him working six shifts a week composing letters of apology for Justin Bieber's music. Way to go, Canada. You stuck it to us again.
I'd agree with you on that note.
I agree with Chris. If you decide to go against this advice please allow your players to make an informed decision and explain to them what you are doing before giving them a Chronicle.
In encounter #3 Border Crossing, for Tier 4-5, the number of border guards appearing is not indicated. At Tier 1-2 there are 3, but at Tier 4-5 despite being referred to in the plural there does not appear to be more than one.
Also, in the same encounter, suppose the PCs have a handy haversack (or similar magic) and they conceal the artifact within it. Would it be fair to have Sun Cheyeng use detect magic + Spellcraft at the high tier so he might recognize this tactic? He would know the artifact would have a powerful aura and detect magic would speed up his searching a lot.
Parts 1 & 2 should be played in order, but that's a suggestion not a rule. A faction mission in Part 2 assumes that the PCs have met the villain in Part 1. Part 4 should be played last. Beyond that, do them any way you like. They are meant to be played in order, but playing them out-of-order does not preclude the enjoyment of the series. If you have the ability to play them in order, do so. If you can't, it's not the end of the world. Game on!
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