|Myron Pauls Venture-Lieutenant, Canada—Winnipeg aka NoStrings|
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.
As for "spawning a high level character", a PC doesn't have to actually have stats until it's time to play them. Heck, you could GM-credit your way to 12th level and then play Eyes of the Ten with him (though that doesn't sound like the most-fun use of your one playthrough of that arc).
The biggest problem with this approach is that you don't really get a good feel for the character. If you suddenly start playing at level 10 (or whatever), you might find that some feat/spell/ability isn't as great as you thought it would be. After learning this the hard way, I always make sure to play each of my characters at least once per level.
Andrew Christian wrote:
A potion of lightning bolt would make for an awesome trap, though!
GM: "You find a potion labeled 'Potion of resist energy, electricity'"
Mark Moreland wrote:
If folks would like to see certain headshots added to the blog (and thus the Community Use Package), that's something I could maybe arrange. I have a blog coming up on Monday anyway...
I would love to see headshots of all the Venture-Captains (in–game, not the R–L ones). Also, some of the NPCs that show up in several scenarios, like Nigel Aldain, or Osprey.
Walter Sheppard wrote:
As far as the water question: it's come up before for other games and the general consensus is that people float in water, unless they are otherwise inclined to sink (lots of gear, heavy armor, etc), in which case they sink at a rate you as the GM determine as fair. So if they fail their swim check (or die, as someone did last night when I ran this) their body (or corpse) floats on the surface.
My general rule of thumb for sinking is that it takes 1 successful swim check to resurface for each failed check. This assumes that they are wearing more than light armor or are carrying more than a light load.
It is possible for a level 1–7 character to play sub-tier 3-4. However, in my experience, it's not very satisfying to play with that much of a level spread. The low level characters will have a hard time keeping up—and surviving, while the high level characters won't have much of a challenge.
It's better for the players with high level characters to create new first–level characters and play the low tier. An alternative (as Paz mentioned above) is to play a pre–gen. Keep in mind that you only have one chance to play any given scenario, so if you use a pre-gen, you will never be able to play that one with your own character.
I knew I missed something. Thanks!
This is to compensate for the fact that if you are GMing, your character doesn't have to expend any resources or consumables, and doesn't take the risk of dying (and the associated resurrection costs).
These are both correct statements. There are also some scenarios that only give one PP—even to GMs. Eg: We Be Goblins! & Master of the Fallen Fortress.
Thanks for the fast reply Myron, much appreciated.
To clarify a bit further, when you GM, you give yourself a chronicle sheet just as if you had played the scenario with that character. You get maximum gold, 1 XP, and 2 PP (or half that for slow advancement track) for the tier that is appropriate for your character—which is not necessarily the tier at which you ran the scenario. You do not get a day job check, but you do get any of the boons on the chronicle, and access to any items for the appropriate tier.
You can also apply the credit to a lower–level character. In this case, you don't get access to the chronicle until your character reaches the level of the lowest sub–tier of the scenario. For instance, say you ran #3-06: Song of the Sea Witch, which is tier 3–7. You don't have any characters in that range, so you apply credit to a second–level character. As soon as that character hits third level, the chronicle for Song of the Sea Witch is immediately applied.
Modules are designed for a party of four PCs. I recently ran a group of 5 PCs through this–levels 2,2,3,3,4. There were a few challenging moments, specifically:
Feast of Ravenmoor:
The group either decided to not rest, or they just wanted to plow ahead. This meant they were really low on resources by the end. The single toughest fight was the mosquito swarm in the hedge maze. The wizard sent his familiar to scout, and it had one hit point by the time it made it back. Between the entire party, they had 2 acid flasks. If they didn't have 4 vermin repellent among them, it probably would have been a TPK.
The last fight was pretty tough as well. They realized part–way through that the BBEG had fast healing. When it was badly hurt and fled, they kept expecting it to come back and finish them off.
All in all, I would definitely recommend this choice as well. It can be really creepy, and the player's paranoia should be really high by the end.
Will Johnson wrote:
I was thinking of hiring some mimes, spray–painting them grey, and making them stand still for 5 hours. It couldn't cost that much—there can't be that much demand for mimes. :)
I'd have to put a funny hat on one of them for the harpies to roost on. For added realism, I could add some pigeon poop.