I reserved ten society number over a year ago but they didn't get used until today when we ran out of reserved numbers and I realized I had some that hadn't been used yet. However, now that I am trying to report our event today, one of those numbers is linking to an account. I double checked the number on both the tracking sheet and the .pdf that has the numbers on it to be sure I was typing it correctly.
Do they expire since they weren't used or is there something else going on? I can probably get these guys new numbers but if I don't have to I'd prefer that.
I will buy Chronicle of the Righteous, Champions of Purity, Distant Worlds, or Cerulean Seas: Beasts of the Boundless Blue for the first twelve posters that want them
New events for December! Come visit us on Saturday, December 7th and 21st at the Auburn Public Library from noon to four. We will be hosting The God's Market Gamble on the 7th but haven't decided what we will be running on the 21st yet.
Check out the event page for continued updates here: Lewiston/Auburn Pathfinder Society Lodge
(turns out 30+ dice on an attack is pretty darn good).
lol Yeah, I'd say so. In the game we just wrapped the Werewolf, who was built as an occult investigator/private eye not combat, could match pace for the most part with the Vampire who was based on melee and range. Of course, neither was a match for the gunslinging Hunter who dual-wielded Desert Eagles. He was pretty gross when it came to dice, of course, the player couldn't seem to roll real well no matter how many dice he had. Of course the Vamp was also a sniper and she ended up getting a Barret Light 50 anti-material rifle from the Mage, who was a weapons designer. She could take down anything at range with that damn rifle.
"It's like we are playing The Reckoning, but all the Messengers bothered to say and do during the imbuing was 'dude, look out, whatever that is wants to eat you! Grab that shotgun off the mantle, and good luck... you're going to need it.' and yet somehow it all works out."
An apt description, except it doesn't always work out. I ran a sizable chronicle using just the core book that was an absolute blast. After a break to play Shackled City we returned to the game but upgraded the characters to Hunter with them falling in with The Union.
I am also a big fan of how the new World of Darkness narrows the divide between normal guy and "average" supernatural creatures - I actually had a player with a non-combat character manage to beat down a (not terribly old) vampire with a high initiative roll and some good luck on his willpower-boosted all-out attack... a feat which the odds of pulling off in the classic world of darkness are astronomically slim.
I quite like the fact that supernaturals aren't superheroes anymore. Don't get me wrong, I really enjoyed Masquerade and it's over the top abilities, but I really prefer Requiem's subtler approach. The same is true for the other games as well, though Werewolves are still pretty damn brutal.
It makes for games to have a more subtle change between normal and not-normal, which for me, is way creepier.
Brandon Hodge wrote:
Joshua, there was originally an old Maine tradition I stumbled across in my research (brought over from the Netherlands, if I recall) that I don't think made it to the final print: the goose snatch. The villagers hang a greased goose upside down from a high branch, and everyone takes turns trying to jump up and snatch its head off. The winner gets to eat it at the feast. Of course, the villagers rig the game by placing diseased nails (treat as caltrops) in the grass when the PCs take their turn. Good times.
Holy crap that is amazing! I have never heard of that tradition but then where I live it;s mostly French and Irish, so it's likely a Down East thing. I would have totally had the group try this during the games.
Mummy though... it's kept the old WoD Mummy aspect of huge earth shattering power and so on, and also completely changed the dynamic of play... when a Mummy awakens, they have an obscene amount of power, but practically no memory or knowledge of who they are, and are essentially raging magical killing machines running on instinct. They then steadily lose power as they regain control and memory, and once they completely regain their knowledge they're essentially powerless and go back to sleep until it all happens again. They also wrote the game in such a way that it actually requires players to let the GM flesh out their character for the most part instead of the GM controlling the world and the players controlling their characters... you have all these flashbacks and so on where the GM reveals stuff about your character. Makes for a rubbish long term campaign.
That's disappointing, I was really looking forward to picking it up. let's hope Demon is better designed.
Hunters in the new world skew more toward Hunter's Hunted as opposed to Hunter the Reckoning. I really enjoy Hunters since they are mortals facing untold horrors. The two in my crossover game were from a long term World of Darkness/Hunter the Vigil game I ran before my epic Vampire the Requiem chronicle. The game functions on multiple levels depending on how you want to play it as far as character power and scope through a system they call Tiers. It's really quite an elegant game and plays more like an extension of characters made with just the core rulebook than it's own line. I've had a lot of fun with Hunter in all of its incarnations.
the atmosphere is totally what got me too. I actually ran it as a Halloween party with my friends and it was so much fun. I used it in World of Darkness and, since we live in Maine and the game took place around here, I brushed up on my backwoods Maine accent. The party was shouting CULT! from the very beginning. I considered actually having them go to Keigler's place then drop the entire rest of the module just to mess with them. They go to the weird old man's house, have a couple beers, then go home. No cult, just weird people with old traditions.
James Jacobs wrote:
Mostly The Worldwound, but also the six Wrath of the Righteous books. A little bit in Demons Revisited too; all of those work together quite well on purpose.
Sweet, I assumed that was the intention, which is why I ordered them. I will certainly be mining them for ideas when they arrive.
The Atlantis metaplot is kind of silly, I agree. I don't know why they included it since the other lines took pains to move away from a metaplot. Part of the idea of the reboot was to move away from the heavy backstory and metaplot that the old world had.
That being said, the crossover game we just wrapped up had a Mage in the group and we just kind of ignored the bits about Atlantis and instead used the watchtowers and whatnot as the only real explanation. Atlantis is more an origin theory and doesn't factor into as much of the game as it seems from reading the book.
Speaking of crossovers, the game blends beautifully. We started with a Vampire, a Werewolf, a Mage, a Changeling, and two Hunters. About mid way through the campaign one of the Hunters became a Promethean. The game ran smoothly without issue, which is much better than the long running crossover game I had many years ago in the old world. The core system may have been the same but the interpretation of it was a little different in each line. Not so much that we didn't have a blast but each player needed to track their individual characters a little differently. That's not an issue with the new game at all. I haven't seen Geist or Mummy yet so I don't know how well those fit.
James Jacobs wrote:
They don't want out. They have other plans for the moment, as revealed in the various books we've recently done on the subject.
Well now I need to hunt down some books... I'm guessing you are referring to The Worldwound and Demon's Revisited? In preparation for running Wrath of the Righteous I just ordered both plus Demon Hunter's Handbook, Worldwound Gambit, and King of Chaos this afternoon and should have the shipment by the end of the week. I'll be piggybacking more personal products for holiday gifts on the store's next order in a couple weeks so are there other books I should look into for more plot?
I might take a look at that PFS adventure. I am assuming that Year of the Demon will coincide with Wrath of the Righteous in the same way that Year of the Risen Rune coincided with Shattered Star. So references to other each other and dealing with similar themes but not necessarily crossing over.
When it comes to the containment fence I would assume it creates a dome since otherwise the flyers would just go over it. Now that I think of it, I wonder if it creates a sphere to prevent diggers from escaping.
I agree with the others that, even if you don't plan on running them, the first installments might be worth the $22 to give you the backstory and starting pieces that you can then weave into the beginning of volume two.
As far as just not recieving part one every time, I'd say contact customer service. If not than the only option would likely be to just unsubscribe and resubscribe every February and August.
If you want them to fight things on fire consider looking at the flaming skeleton and use the aura effect that it has. If they choose to burn the place down than I wouldn't stop them. However, it poses some issues since it would definitely alert the cultists on the hilltop. Also, they would need some sort of method for staring the fire. Lobbing alchemist's fire through the windows could work, but not necessarily. I'd have to look up the rules for things catching on fire.
The last time I ran it the party was 2 paladins, a fighter, and a gunslinger so they just smashed their way through. Bashing on the door until it opens is always an option. If they can't get the door open than yeah, they miss out. Unless they come up with some other method of bypassing the door. I don't recall there being a key hidden anywhere in the dungeon.
Ah, okay cool. I missed the bit about 300 feet somehow. The soft border thing makes a lot of sense and I was curious what stopped them from moving into the Crown of the World and spreading out from there. I was assuming there were far less than there are, maybe a dozen in all and that the magic worked differently than it does. Not much different, but different nonetheless.
I ask because I'm brainstorming things I can do to expand the path, most notably the war and thought the loss of other wardstones was a good way to do that. A breach in the fence would mean a massive influx of demons smashing through and into the 'civilized' lands beyond.
In another question, have other wardstones fallen aside from Kenabres? If it's mentioned in the AP volumes I have missed it, but then I haven't given a thorough read through yet. I was considering having Nerosyan fall, leaving the primary war effort concentrated in the Kenabres/Drezen area to keep the main fighting where the PCs are and thus more involved in the overall war effort.
Obviously there is a wardstone in Kenabres, and Castles of the Inner Sea states there is one in Icerift Castle. One can assume there is one in Nerosyan, though I'm not finding any reference to one there. I also assume that there is one in Star Keep, but since it seems to be nothing more than a marking on the map of Mendev in the Inner Sea World Guide I have no basis for that assumption.
So, are there other wardstones? Perhaps in Numeria or Ustalav? It seems illogical that the tide of the Worldwound would only be bulwarked in Mendev since the demonic hordes, like Hitler and the Maginot Line, could just go around.
I think, if they are smart enough to 'defeat' the encounters by the use of stealth they still earn XP. However, as far as the module is concerned, bypassing the cultists won't effect much once they reach the center of the maze and battle Keigler. Hell, they may even be better off in that rather brutal showdown since they won't have expended resources in the Chenowitz place.
I always tell my players that there are three ways to defeat every encounter, combat, diplomacy, and stealth.
I ran the Dragonlance modules in 2nd Edition, which ran characters from 1st to 18th level. I used a character tree so if everyone only had a single character it probably would have gotten folks to 20.
I played in a special, start at level 20 game back in 2E also that ran us through a couple of the old 1E modules that dealt with those levels. Not Immortals, but the set below that one.
I ran Dragon Mountain with Bleak House and another boxed set thrown in that I can't recall in 3.0 that brought the characters from level 10 to about 18, I think. If I had planned it out a little better I would have aimed for them to go 10-20.
In 3.5 I ran a game that was multiple story arcs and went from 3-25. It was a lot of fun and got two, now die-hard gamers into the hobby.
Also for 3.5 I ran Shackled City which ran from 1-20 and was probably the best single campaign I had run since Dragonlance.
After SCAP I had a game prepped to run from 1-20 but we got to level 13 and decided not to move on to the next story since we were getting a little burned out on D&D.
After that we moved on to World of Darkness for the last two years or so, but starting this weekend is Wrath of the Righteous, so the heights of power will be reached once again.
Not a GURPS defender per se, but I have played some of it. Some of the settings and campaign books are neat, and I think it's intended that you choose a setting book, perhaps two, and use those and the core rules for all the crunch of a campaign. That said, these attempts to play have generally ended before we got to the campaign stage.
I suspect that someone has been playing GURPS Illuminati.
Back on topic however, I would recommend against Call of Cthulhu because, in my opinion it doesn't do pulp very well at all. The system is designed for dark investigation where characters can and will die very easily.
If you are looking for something rules light that will hold up to the rigors of a combat or adventure based game I also recommend GURPS. It's a decent system and very rules light. Alternatively, if you don't mind doing your own world building, World of Darkness is a pretty bulletproof game system and is very rules light and adaptable.
Having the guy next to me dicking around on his phone while a deep RP session, and story progression, is going on next to him, only to have a "huh, what's going on" be his next response has happened one too many times.
I ban technology at the table aside from my own because of the above scenario. I had a guy for a little while who would put his laptop on the chair next to him and play WoW while we were trying to game. He still interacted with the table but it was severely distracting.
The space where we game on Thursdays is a little cramped around the table so I've been considering going back to paper but so far I haven't.
I enjoyed the hell out of Mage but some players did use the magic system as an excuse to argue with the Storyteller and that gets old very fast. The free-form magic is a little daunting and intimidating but once you wrap your head around it, it plays pretty smoothly.
As a brief new WoD aside, the intimidation factor of magic was lessened significantly in the new Mage the Awakening. I don't mean to keep sounding like I'm trying to sell nWoD, I just am a total geeking fanboy about it most of the time.
I owned both the Wraith and Changeling core rulebooks and had a Wraith player in a crossover game I ran. Wraith was pretty solid but setting-wise ended up being pretty far removed from the core setting of the World of Darkness so it felt kind of disconnected. The other thing is characters are considerably more powerful than other games, which makes crossovers difficult. Crossover old WoD games are difficult enough with the minor differences from one game line to another. Changeling didn't diverge from the setting but did diverge from the "gothic-punk" tone of the other games, making it seem more like a distant cousin than a sister to the rest of the games.
I tried to get a Changeling game off the ground once but it never really went anywhere. The system was kind of wonky where it took parts of magic form Mage and disciplines from Vampire and mashed them together. It just never really resonated with me. I do not find it surprising that when the game lines were all consolidated in 1999, Wraith and Changeling were the ones dropped.
Wraith, however, got a great sendoff in 2004 as the World of Darkness was blowing up with the limited run of Orpheus. It's a freaken amazing game and ran exactly six books. The story and take on the setting is so damn cool.
Now, to be less off-topic - I have plenty of free time on my hands and a solid grasp of Vampire's rules, so if there are more questions needing answers or examples desired I would be glad to help anyone with just about anything.
I also have far too much knowledge about World of Darkness and eagerness to help with any questions.
To get off topic for a moment again, I think one of the things hurting WoD is the lack of any kind of organized play support. They don't need some kind of big network like Pathfinder Society but something sanctioned and supported but not tracked by the parent company like Shadowrun Missions would do wonders to build the fanbase back up. The company just didn't seem to weather the mid-2000s industry slump. Of course, now they are supporting the old game again rather than just sticking with the new lines so any kind of organized play would be problematic. They need to stick to one or the other and stop trying to have two versions of each of the big three.
Again, I'm kind of a WoD fanboy and spend far too much time thinking on such things. lol
If you have access to the Bestiary PDFs I'd recommend printing the relevant pages beforehand. I usually do that and it saves a load of time. You can put the printouts in the book at the spot where you need them, write notes on them...
I do something similar except I transcribe the stats into a word document and display it on one half of my laptop screen while the module is on the other half. I have to zoom a little but for the most part it works out great and prevents me from page flipping or program hopping mid-game. The act of transcribing also sets the monster abilities and tactics in my head.
Splitting your dice pool in V20 is actually done by taking the smallest of all pools you would otherwise be using, and then dividing those dice among the actions you are performing as you see fit. See page 248, 2nd paragraph under Multiple Actions for proof.
Ah, I didn't realize that the rule had been changed. I was under the impression that V20 was the same rules set, without alterations, as Revised.
I never really looked at V20 because I made the switch to Requiem and still think that the release of V20 was a bad move from a business standpoint because they have split their fan base now between Requiem and Masquerade, which is unfortunate because Requiem is so damn cool.
That's all off topic however, and I agree with the above statement that combat is pretty straightforward and once you run a couple rounds you will get the hang of it. like said above, if you can do Pathfinder you can do World of Darkness.
Now what if the result of the negatives brought the skill ranks to 0? For example, a fighter gets 2 + Int mod but if he had an Int of 7 (-2) than would he receive 0 skill points or is there a minimum of 1? I've had GMs (myself included) rule that the minimum is 1 but it would be nice to know what the rule is supposed to be. What if said fighter was human and thus received an additional point per level? Straight math would put him at 1 rank per level, however this is the same as a fighter who is not human under the above house rule. Alternatively does that human fighter perhaps receive 2 per level because of the above mentioned ruling? Is this, perhaps never specified clearly and is up to the respective GM?
Thing is... IIRC... you have a dice pool equal to the number of dice you have for your primary action. You can choose to blow all of them on an attack, but if you want to parry or dodge, you need to keep some of them for that. Then of course, there are dozens of ways to get several extra actions (rage, celerity etc), which complicates things. You can also split your dice pool into several actions as is, so if you have 10 dice from dexterity + melee, you can make two attacks at four dice, and still have two dice left if you are attacked. Note that once someone has no more dice in their pool, every attack with even a single success is assumed to hit. If you botched, however, you lost all further attacks. It was a good while since I did this, and I have probably mangled it, but still. Just understand that it's a non-mini system meant to be used for storytelling, not dungeon crawling, and thus does play it more fast and loose.
You are correct for First and Second edition Vampire. However, they changed this rule in the Revised Vampire, which is what V20 is based on. The rule was switched to every successive action taken in a round reduces the dice pool by 2. For example if you make a melee attack you would roll Strength + Weaponry but if you then wanted to dodge you would roll Dexterity + Dodge -2, if you then wanted to dodge another attack you would roll Dexterity + Dodge -4. If your pool was reduced to zero dice you couldn't perform any more actions that round. The same rule applied if you fired a gun more than once in a round.
They also fixed Celerity. It used to be that the expenditure of Vitae granted a fresh dice pool that could then be divided up again, which got really broken with melee focused characters, such as in Dark Ages games. With Revised and now V20 the rule is that Celerity grants a fresh dice pool but it mush be rolled all on a single action.
World of Darkness in either the old or new incarnation is a very rules light system, especially once you compare it to a rules intensive system like Pathfinder.
I am a huge fan of WoD and I can tell you that there isn't much that gets into the nuts and bolts of the combat system. You could look up WoD: Combat but that mostly adds new options. Alternatively there is the Vampire Revised Stroyteller's Handbook which was a great supplement about running games. The combat system however works just like any other roll. You roll a number of dice determined by adding your Attribute + Skill vs a certain Target Number (usually 6) and every die that comes up a the TN or higher is a success and any 1s that are rolled cancel out successes. Any dice left over that hit the TN determine if you hit your target and how well you did so.
New WoD simplifies things and has a section in the book that gives a detailed example of combat. I am kind of a fanboy of the new stuff over the old because of all the streamlining they did in terms of both system and setting.
Any older module no longer has the option for campaign mode play, but must be played with a regular PFS PC or pregen.
I didn't realize that had changed. When I was talking to my 'local' VC we were discussing The Dragon's Demand specifically since I am running it for my Thursday group and since he was hanging out at our event I thought I would ask him to clarify how it works.
I knew APs were one campaign sheet per sanctioned section and the fourth sheet for DD is something new for the larger module format. I am kind of sad that I can;t get credit for the old modules in a home game anymore.
Also, I do air quotes when I say 'local' because he is the closest VC but he and his lodge are about a two hour drive away from where we have set up shop.
The only thing as far as monster special abilities is concerned is the troglodyte stench ability. Also make sure you understand how the week floor on the top level works. In bot my running neither party ever got near it but it's worth knowing what will happen if they do.
Other than that the whole module is pretty straightforward.
Playing The Dragon's Demand (or any sanctioned module or AP, as it was explained to me last week by my 'local' Venture Captain is that campaign mode is a way for folks playing the game outside of PFS to get credit for it. Provided you play or run through the sanctioned sections you get a chronicle sheet that you can apply to any PFS character of appropriate level. With DD if you play or run the entire thing you get a fourth chronicle sheet.
When they say 'campaign mode' they mean any normal home game played however you normally play home games. The restriction on PFS characters that receive the chronicle sheets are the same that apply to any PFS character. So playing in DD doesn't let you play a goblin in sanctioned play without one of the few boons out there. If the GM allows it, you can play one in the home game, but that's up to the GM as usual.
There is only one thing that I missed both times I ran this.
There is a description of the door for the stairwell being blocked on the first level, forcing characters to climb. The line saying the door can't be opened is kind of buried in the text and easy to miss. When i ran this last for an open PFS event the table next to me had a couple of PC deaths when they tried to climb to the second level. Climb checks are deceptive in that they seem easy but can actually be quite daunting at first level and once characters fall the damage they receive can be pretty severe for a first level party.
Other than that, first level characters without a cleric in the party will be pretty hurt by the time they reach the upper levels where they finally get access to some minor healing in the form of a trapped NPC.
If you keep that in mind when you prepare to run the game than you should be all right. It's a fun little module.
I know it's much too far out to know who will be included for the iconics in this AP but I wanted to share mys wishlist.
Amiri - Since she is kellid and this AP takes place in the barbarian lands I think she is a natural fit. Plus, I'm always happy with more Amiri artwork...
Lirianne - An AP with super science seems like a great place for Lirianne to make her first AP appearance.
After those two the choices are less obvious.
Ezren - We haven't seen him for a while and his evocation magic vs giant robots would make for some neat art.
Lem - We also haven't seen Lem for a while in the APs and while he isn't my first choice for a skill monkey, Merisiel has more AP credits to her name than anyone else.
The party is pretty well balanced with melee, range, arcane, and skill. Plus Lem can supplement healing when Amiri gets beat up tanking her way through encounters.
What would you consider a good lineup for Iron Gods?
I just went and hunted this down on Netflix. It's season 2, episode 22, A Decepticon Raider in King Arthur's Court.
It's really terrible.
The only advice I can really add here is the 3 Clue Rule.
All it means is make sure there are multiple clues that lead to other threads of investigation. If there is only one clue and the party doesn't find it than the entire story comes to a halt. So give about three, preferably found in different ways. If the party searches the room they may find the scrap of paper that has the witnesses address, but alternatively if they question the neighbor they may learn about the witness and where she lives. Alternatively you can have multiple threads of investigation with a few of them leading to the same place in a decision tree format (in my opinion the best way to run a mystery) so the party may or may not find clues that lead to certain scenes but the party is still able to get to the ending and find the killer.