My suggestion to ramp up the challenge for your players is to run lots of games. Tis is something that I consider on of my weak points, but I know I'm better now than I was 100 games ago. Run the same scenario four or five times so you can get a better feel for how the same NPCs react to different party make ups.
Also pay attention to some of the basic rules of combat - concentration of fire, use of cover, targeting healers, etc. Think of how a PC (or group of PCs) would fight, and emulate that.
Building tension also makes for a more memorable encounter, even if its not really that tough. If an enemy has an AC of 13, and the fighter rolls an 18 to hit, try saying "You barely manage to find a chink in his armor!" instead of "You hit."
I love hearing stories like this. It shows what a great community has grown around Pathfinder Society.
I second the suggestion that you try to foster more GMs in your area. It sounds like you have a fairly large player base, which means lots of potential GMs. Ask three or four of your regular players to have a low level scenario in their pocket ready to run. If they've GMed before, it could be one that they've already run, necessitating less prep time.
I don't know where you are, but you might want to consider talking to your nearest Venture Officer for assistance with your event.
I've been looking around the boards and the entire site, and I guess my search skills are floundering. I can't find the actual chronicle sheet for We Be Goblins. It's not in my PDF copy of the module itself. Any help, supposed to run it on short notice this afternoon.
Just go to the product page. At the bottom of the description blurb is the following text:
We Be Goblins! is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (232 KB zip/PDF). Pregenerated characters are available here (803 KB zip/PDF).
Just click on the appropriate links and there you go!
Edit Ninja'd by KestlerGunner.
While there are many of us here on the forums that are happy to answer your questions, you can also check the Additional Resources for information on what is and isn't legal for Society play.
In fact, if you want to use anything that isn't in the core assumption, you have to bring the book it's from and a printed copy of the most recent Additional Resources.
With all that being said, Mr. Sin and Draven are correct: you need a special boon (usually won at a convention) in order to play a kitsune character.
I'd like to see a scenario where the PCs are stripped of their spell components somehow, and have to figure out what spells they can still cast with the materials they can scrounge from the immediate area.
I'm currently running a group through
module name:In it, the group has to
Mask of the Living God.
Spoiler:It was quite interesting watching the spellcasters of the group figure out what they could cast.
infiltrate a cult by pretending to join it. As part of the initiation, the party is drugged (or beaten) unconscious, and they awaken in cells with no equipment. They go through the rituals to join, but aren't given their equipment back for several days.
Bard: "Is there any butter at dinner? I need it to cast grease.
I find this type of adventure very interesting, as it forces players (and GMs) to think outside the box.
Thanks for putting this together - it's probably one of the most confusing set of rules in the game.
I just have a little nit-pick you might want to look at before you publish your document.
Mike Bramnik wrote:
There are many creatures (including some valid character options) that allow darkvision at different ranges. You might want to consider:
Purple Fluffy CatBunnyGnome wrote:
My friend Marc has no internet access at work, so he asked me to put his name down as well.
Purple Fluffy CatBunnyGnome wrote:
Personally, I would be just as happy playing a game as attending the Meet and Eat.
For game suggestions, I would enjoy playing Day of the Demon. Or pretty much anything else. I've got lots of characters of various levels.
Those are awesome maps, thanks for sharing them! If you haven't already done so, please consider adding them to the GM Shared Prep thread/drive.
I'm always looking for ways to make better maps, so I'm wondering what, if any, other programs you used for effects.
Sean H wrote:
Sounds like you had a good game. If you liked this one, the next two in the series are also very good. I ran all three in one day for the same group of players and we all had a great time.
I've played RPGs for many years. Before Pathfinder Society, I always used a screen. After seeing many GMs not using one, I decided to try it.* To my surprise, I quite liked rolling in the open and I think the players prefer it as well. I still use a smaller screen to conceal the maps, etc, but that's it. A screen is also handy for tacking up notes of things I need to remember for that session.
*To me, this is one of the greatest things about Pathfinder Society—seeing different play styles, and learning new tricks and styles of play.
I've run this three times. Two of those times, the party could produce daylight, either by casting it, or with an oil. Both times, this fight was fairly easy for the party, especially the time when the monk jumped behind the guardian and got flanking with the rogue.
The last time, no one was prepared for deeper darkness, and it was a very challenging encounter. Everyone could either fly, levitate, or spider climb. This turned the fight into something very special. I created the stairs in 3-D, so everyone could see their relative positions. Of course, in the darkness no one really knew where they were, but we all had a lot of fun anyway.
Purple Fluffy CatBunnyGnome wrote:
Thanks for the quick reply! I will convert the PDFs that I posted to Google Docs format later this evening. I'm not sure how well the poster maps will convert, but I'll give them a try too.
I've uploaded some items for 3-25: Storming the Diamond Gate. Included are:
Note that these maps are designed to be printed on a plotter. It should be possible to print them on smaller paper and tile them together.
Out of curiosity, how much room is there on this Google Drive? Some of my maps are fairly large files.
The Great Rinaldo! wrote:
Has Myron posted a picture of the one he made? That sets a really high bar for game props.
I can't easily find any pictures, but here are the images I used to make the gate.
The linked folder has 2 versions of the rings I used for the ring gate, as well as my cheat sheet for this scenario. If anyone wants the custom maps that I made, please send me an email at:
To make the gate, I pasted the rings to foam core board, then cut them apart (keeping each ring intact). I had to trim off a bit more so they could rotate past each other easily. I then glued the whole thing to another piece of foam core. A few finishing touches, and it looks pretty good.
When I get home tonight, I'll dig up some images of the finished product and post them here.
Thanks, Kinevon—this is handy to have all calculated in one place.
Also note that 0 level spells are only included for completeness, since IIRC, all spellcasters begin with all the 0 level spells for their class already. Maybe a cantrip from an Additional Resource?
Wizards don't start with any cantrips from their prohibited schools, so this could come up.
Matthew Morris wrote:
Hmm, just curious (and not wanting to start the flames) but if a Paladin activates it, he's done right? Because it's knowingly performing an evil act?
I am also looking for an answer to this question, as I'm running this scenario on Monday and one of the characters is a paladin. Not only that, but the player of this particular paladin is always looking for any mechanical advantage, even if it's morally grey (I know he's already required several atonements).
I'm always a fan of "Each turn, the target has a 50% chance to act normally; otherwise, it takes no action". Whenever I use that one on my players, they seem to roll very poorly, making it end up more like 30% chance to act.
The best one was when an alchemist with wings was hit with this curse. The party came up against a particularly nasty enemy. The alchemist rolled to see if he could act, and was able to, so he decided to fly out over a cold, dark, underground lake to escape. Of course, the following round, he wasn't so lucky and fell into the water and started drowning.