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This order has had the status pending for quite some time now. Could you tell me what the status on this one really is? Is it waiting for a delayed product to be included? Are there some other problems with it? I also noticed a previous order had been lumped together with this one, putting the total cost and weight of the package into probably the next postage charge and value added tax category. Could you give me some information regarding this? So, what's in store for season 1? What kind of plotlines and scenarios are already being planned or even written? So far we've had precious little information regarding these. I'm supposing the next batch of scenarios will be out on the last Wednesday of this month, that is September 30th? Give us teasers! ;) I just noticed that the four modules scheduled for June will be out at Paizocon (the upcoming weekend). Under normal circumstances the modules wouldn't be out until the last Wednesday of the month (June 24th). Does this mean the modules will be available for purchase as early as this weekend or at latest the week after Paizocon? Ropecon, the largest gaming convention (about 7000 visitors during the weekend in '08) in Scandinavia and among the largest in Europe is being held on 07.31.09 - 08.02.09 in Espoo, Finland. The Finnish Pathfinder Society has a presence there with around half a dozen GM's and somewhere in the region of 15-25 game sessions being run during the weekend. Be there, or you'll be sorry later. ;) To Paizo: Would it be possible to get some kind of support for the event? I'm talking about promotional materials, posters, fliers, what have you? This is the Main Thing in the Finnish role-playing scene and it would really benefit the Society to have as much visibility as possible. Lyrics of Extinction Open Call for Pathfinder Society Scenario 28 Introduction The legendary Jak "Mwangi" Nerlach, author of several Mwangi-related Pathfinder Chronicles entries has recently discovered the ruins of the fabled lost city Mjawal. Jak's letter describes immensely tall fluted spires, and cyclopean stepped pyramids. The Society sends the Pathfinders to assist in the exploration of the ruins. Upon arrival the Pathfinders discover that all is not as it seems. Summary The Pathfinders arrive at a trading post on the Vanji river, where they are met by Jak Nerlach, who seems strangely reluctant to lead the expedition. Eventually, Jak agrees to take the Pathfinders to the ruins. After several days' travel, it becomes evident Jak hasn't got the faintest clue where he's going. It soon becomes blatantly obvious Jak has fabricated the whole story about the ruins. An encounter with the spawn of the slumbering evil infesting the jungle further chips away at Jak's heroic image, as he proves to be a coward as well as a liar. Luck intervenes on Jak's behalf as the Pathfinders stumble across a nameless ruin, now inhabited by a tribe who claim they're descendants of the lost Azlanti. The Pathfinders are treated as honored guests. The lost tribe is, however, another sham. The tribesmen are actually the descendants of Chelaxian settlers, who got left behind when the Eye of Abendego appeared. The settlers discovered the ruins by accident and decided to stay, adopting the trappings of a much older civilization depicted on murals all over the ruins. Investigating the murals inside a temple-like structure reveals the fate of the original occupants. It seems their civilization had degenerated considerably after the introduction of a god, who's name roughly translates as "The Wailing Deep". The last mural shows a progression of people dancing towards a gaping, black maw while a dread king watches. The last king of Mjawal and his bodyguard inhabit the innermost chamber. During the battle with the king, Jak once again sneaks away, discovering a smaller room containing a stone tablet with arcane lyrical stanzas on it. Seeking to prove his worth, Jak activates the tablet. The ground shakes violently, and an alien, howling chorus roars from deep underground. The "tribesmen" are almost immediately transfixed by the song, and start dancing towards the entrance of the temple. The ground continues to shake, buildings crumble and wide cracks appear in the ground. The wailing chorus grows louder by the second, as the temple collapses into a huge crater. Massive, black, many-jointed limbs grind their way to the surface and start feeding people into the colossal black maw opening where the temple used to stand. Those foolish enough to stand idle are soon swallowed by the black thing born of oblivion, never to be seen again. Encounters Scene 1 The Pathfinders arrive at the trading post and meet up with Jak. This trading post is about the deepest into the Mwangi as Jak has ever been, so naturally he's very hesitant about leading the Pathfinders into the jungle. Eventually, after much coaxing, Jak decides to take the team on a wild goose chase, hoping they'll loose interest. Scene 2 The Pathfinders discover that Jak doesn't know the first thing about jungle survival. The ground trembles as gigantic spiders emerge and attack. Jak flees at the first sign of danger. (Tier 7-8 (EL 10): A gargantuan monstrous spider, two huge spiders, and four spider swarms; Tier 10-11 (EL 13): A colossal monstrous spider, two gargantuan monstrous spiders, and four locust swarms (flying spiders)) Scene 3 Finding the ruins puts the winning smile back on Jak's face. There is, however, something wrong with the "tribesmen". For one, they speak near-modern Taldane. The discovery of an old Chelish coat of arms puts the "lost tribe's" authenticity in serious doubt. Scene 4 In search of the original inhabitants, the Pathfinders enter a temple-like structure. Murals depict people wearing blindfolds in the presence of the king, while those not wearing blindfolds die horribly. (Tier 7-8 (EL 10): A bodak and a shield guardian; Tier 10-11 (EL 13): A bodak and two clay golems.) Scene 5 The Wailing Deep awakens. The Pathfinders must resist the beast's mind-affecting howl, and escape the collapsing building. Conclusion Getting out alive is the most the Pathfinders can gain from this escapade. Whether or not they decide to save Jak is up to them. If Jak survives, he begs the Pathfinders not to ruin his reputation by exposing him as a fraud. Our Lady of Silver Open Call for Pathfinder Society Scenario 27 Introduction The Society sends the Pathfinders to Katheer to finalize the purchase of the Fireheart, a fire opal found in the ruins of Shadun. Legend has it the Fireheart was once a powerful soul-binding item. Upon arrival the Pathfinders discover that the Fireheart has gone missing. The Pathfinders are soon swept up in a web of intrigue involving two shady merchants, a love-sick sculptor, and a Lady of Silver. Summary The Pathfinders meet Hirad Gaffari, the Qadiran merchant who contacted the Society about the Fireheart. Hirad, however, doesn't have the opal anymore. He claims Salomeh, a belly-dancer owned by one of Hirad's competitors, stole it. Salomeh's owner Nour Azizi, an efreeti disguising as a merchant, sent her to seduce and spy on Hirad. Hirad soon fell blindly in love with Salomeh and, not yet knowing the Fireheart's true value, gave it to her as a gift. He even commissioned a silver statue in her likeness. Now Salomeh has gone missing. Hirad would go to any lengths to get her back, including getting a team of Pathfinders to work for him on a false pretense. The meeting is interrupted when a group of invisible jann working for Azizi attack. They intend to capture Hirad and drag him away for interrogation. Afterwards, the Pathfinders head to the Silver Lady, a gentlemen's club owned by Azizi, where they find out more about Salomeh's recent activities. Apparently Salomeh has spent a lot of time with Jahandar Nazari, a promising young sculptor. Heading over to Jahandar's apartment, the Pathfinders come upon Jahandar being interrogated by bounty hunters in Hirad's employ. The bounty hunters have no knowledge of the Pathfinders and won't part with their quarry without a fight. Jahandar agrees to take the Pathfinders to his studio, an abandoned shrine on the outskirts of town where he says he's keeping Salomeh hidden. Jahandar has redecorated the shrine completely. The shrine's new centerpiece is a life-size silver statue of Salomeh. Jahandar explains that he and Salomeh had fallen in love, but since he's just a poor sculptor and Salomeh was the property of Azizi, the love was doomed from the start. When Azizi found out about the couple's plan to elope he had sworn to kill Jahandar. Rather than seeing Jahandar killed, Salomeh had taken her own life. Jahandar, insane with grief, had preserved and silver-plated Salomeh's body turning his studio into a shrine dedicated to "his Lady of Silver". The Fireheart is embedded in Salomeh's silvery belly-button. Jahandar's confession is cut short when Azizi, having used sources of his own, arrives at the shrine, making his entrance in his true efreeti form. His elemental rage is a terrible thing to behold and he will settle for nothing less than the deaths of everyone involved. Encounters Scene 1 The Pathfinders need to locate Hirad's office in the merchants' district. They meet Hirad, who claims Salomeh, a slave belonging to Azizi, has stolen the Fireheart. Hirad will lie if necessary to get the Pathfinders to find Salomeh for him. Scene 2 The jann attack using surprise and their invisibility to their advantage. The jann attempt to capture Hirad, then retreat. (Tier 5-6: two jann and a hell hound. Tier 8-9: six advanced jann [+2 HD]) Scene 3 Hirad's directions or successful Gather Information checks lead the Pathfinders to the Silver Lady. Azizi denies involvement. Snooping around reveals clues leading to Jahandar's apartment. Scene 4 Hirad's bounty hunters are determined professionals who've worked together for a long time. (Tier 5-6: A 5th-level cleric of Abadar and two 3rd-level rogues. Tier 8-9: A 7th-level cleric of Abadar and four 5th-level rogues) Scene 5 Azizi enters the shrine in his true efreeti form, accompanied by allies from the elemental plane of fire, and attacks. (Tier 5-6: A lesser efreeti (advanced janni [+2 HD]) and two fire mephits. Tier 8-9: An efreeti, three fire mephits, and three steam mephits) Conclusion After the battle, the Fireheart's magic is revealed. It has become a phylactery for Salomeh's soul, allowing her to animate her own silvered body. Removing the opal will render the statue inert once more. Whether or not the Pathfinders do this is left to their own judgment. It's also possible to spot the Fireheart during battle, steal it, and make an escape. This will most likely doom Jahandar to a fiery death at Azizi's hands, and Salomeh's soul to eternal captivity. I've been struggling with the form of my proposals for a while now. It seems my biggest problems are how much information to put under which header. I was wondering, would it be possible to see a couple of different style accepted proposals? Obviously these would have to the original proposals for already published society scenarios. Lets see if I got the list right... 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The Temple Sword in the Pathfinder Chronicles Campaign Setting has the following text: A temple sword is a monk special weapon. This gives a monk wielding a temple sword special options. Does this mean monks are automatically proficient with the temple sword? Or do they have to get the Exotic Weapon Proficiency -feat? What are the special options mentioned? All of the options that monks have when using the other special monk weapons? Loosely paraphrasing and translating from a conversation about the problems with high level play and writing scenarios for high tiers. The way I see it the main problem with writing scenarios for a group of high level characters is the access to mind-bogglingly powerful travel and divination magic. These spells in particular are adept at causing problems for a budding scenario writer: Divination, Commune, Plane Shift (if the character has planar forks), Find The Path, Planar Binding, Contact Other Plane, Teleport and Scry. There just isn't an easy way around this problem. Here are a few options: 1) Ignore the problem altogether. The main problem with this approach is that a party with access to said types of magic will just waltz through the scenario divining everything in advance and don't even think about writing something that hinges on the characters actually taking the time to travel to a location by normal means. 2) Have all the main McGuffins and NPC:s be magically protected against said measures. This approach is sure to piss off said diviners since it practically makes their whole character concept null and void. 3) Write the scenarios in such a way that information gathering and travel are non-existent to begin with. This puts a serious damper on most plot structures and again we have the problem of the players of diviners getting shafted. Also, I'd imagine that scenarios like this could get quite tedious after a while. 4) Find a solution that is better than any of the above. So far I'm drawing a blank. As always, a constructive and insightful discussion on this topic would be most appreciated. PSS #1: Silent Tide Spoiler:
Two encounters with the new Black Echelon undead. PSS #2: The Hydra's Fang Incident Spoiler:
Aquatic ghouls. PSS #3: Murder on the Silken Caravan Spoiler:
No undead in this scenario, making it the only one without. PSS #4: The Frozen Fingers of Midnight Spoiler:
Zombies and a ghoul. PSS #5: Mists of Mwangi Spoiler:
Skeletons, zombies and a ghoul. PSS #6: Black Waters Spoiler:
Zombies and a friggin' ghast. And let's not forget Sir Not-Appearing-In-This scenario; the Allip... *sigh* PSS #7 or #8: Tease #2--Dawn of the Dead in Oppara! ... no, really? In my opinion the scenarios are very undead heavy. Don't get me wrong, I like undead, but too much is just too much... I'm sure there are other tier 1-2 monsters to throw at the characters. Goblins, kobolds, gnolls, human thugs, what have you, and sure, some scenarios have had these as well, but.. well. Please, please. Cut back on the undead already. (And no, my whining has Absolutely Nothing at all to do with the fact that I play a sorcerer that specializes in enchantment spells... ;) ) Hello,
You have 1 item waiting to be shipped:
*Shipping and handling will be calculated when this order is finalized The thing is, I already have this book. It came for free with my AP-subscription. I hope this doesn't mean I'm getting a second one which I'll have to pay for. Hi, I've received part of this order, which arrived last week and included Pathfinder #13 and Pathfinder Companion. I'm still waiting for: Pathfinder #12, Curse of the Crimson Throne Map Folio, Campaign Setting. I was wondering when the rest of the order will be arriving? I hope there isn't a problem. Page 22 of the Guide states that a character with any Craft, Perform or Profession skills may use said skill to earn money between games. Note that it does not state that skill ranks are needed, just skills. My question is this: Perform is untrained. Can any character without Craft or Profession do an impromptu performance to earn a few gp? The guide states that the characters are made using the PHB. A human gets one language (Common). Suppose a human character with average or less intelligence from Osirion. If going by the PHB, he will speak Common, but not his native tongue (Osiriani) at all, which seems a bit wonky to me. The sidebar on p. 7 of the Guide seems to imply that said Osirian speaks Osiriani, not Common as his only language. Which one is correct? Wrath of Hell states that a character with this feat can summon hellfire, which surrounds the character or his weapon for one round causing +1 dmg on melee attacks or causing 1 dmg to anyone who strikes the character. A few questions: * Does the hellfire illuminate? How much?
I'm GM:in Silent Tide and playing the other three scenarios. My question is this: If I later want to run the scenarios in which I have already played myself, in order to get the games registered properly, do I need to buy a copy of my own or can I just use the same one the first GM of said scenario used? Right, Regarding the revenant Ieasha. The description says that unless the mirror is removed all she does is wallow in self-loathing. * What happens if the PC attack her? Does she defend herself? * What incentive is there for the PC to even consider the mirror being the reason for her dismal mood? Assuming the PC:s do anything other than attack her, what possible motivation do they have to remove a common mirror from the room? Does Ieasha point at the mirror and say: "Mirror.. bad.. take it away, please..!" Hello, I just received the package containing Pathfinder #9, Pathfinder Chronicles Gazetteer and Classic Monsters Revisited. All of the books are badly damaged. They package had been bent at several places, evidently partly opened, and at some point it had gotten wet. As a result the covers and pages of all the books are warped out of shape. How do I go about getting a refund on said items and preferably new copies ? Mostly copy-pasting from another thread: I'm just starting running the RotRL adventure path today. The pc troupe is somewhat unorthodox: * Elf Ranger 1
All of the above are lightly armored "skirmisher" -type characters with little (well, at this level, none whatsoever) magic at their disposal. The group is heavily into roleplaying, which I hope will help in compensating for the party's shortcomings (no healing magic, no arcane knowledges, no trapfinding). We'll be using the Pathfinder Alpha 3 rules pretty much as written, which should also give them somewhat of a boost. Yes, there are some major villains later on in the story which would absolutely murder this party as it stands and I've among other things pondered on the possibility of adding a cleric NPC to the party. I guess we'll see how it turns out. We used the racial bonus hit points -option. The encounters were played as is. House ruled that the racial bonus hit points apply to all heroic class characters (that is, including the NPC). Right, Got the first session of Burnt Offerings behind us now. Spoiler:
We managed to play through the attack on Sandpoint, the sidequests involving Shayliss and Aldern and the Sandpoints Glassworks scenario. Almost every single one of the goblins were one blow/one shot -killed. The party seemed to be quite a bit more durable at first level than an equivalent 3.5-party. At the Glassworks Tsuto almost managed to reduce the party monk to negative hit points, but by the that time, I ran out of Goblins to throw at the rest of the party. A gang-up on Tsuto and a finishing blow by the barbarian using an earth shaker that caused something in the area of 15 dmg, and that was that. Comments: * I really like the more hit points at lvl 1. The players mostly aggree.
Hello, Got a question regarding shoanti complexion. The Rise of the Runelords describes their skin color as "ruddy", which a few internet searches points as being "a healthy reddish color associated with outdoor types". Then there is the shoanti sheriff of Sandpoint, who, according to the picture of him appears to have a cafe latte brown complexion. I'm confused. Is it caucasian with a tan, light brown, reddish brown, african, middle-eastern or something else? Just the color that is. Hi, I just placed a subscription of Pathfinder Chronicles. I'm already a subscriber of the Pathfinder Adventure Path, so naturally I chose the group into as few packages as possible option to cut back on shipping. A few hours after placing that beforementioned order, I placed another order. I was wondering if it would be possible to ship all of these items in the same package (That is, the next issue of the Adventure Path, The first issue of the Chronicles and the order consisting of the Rise of the Runelords and Curse of the Crimson Throne Player's guides). On another note: I just received the order consisting of Guide to Korvosa and Rise of the Runelords Map Folio. Both of these have suffered some damage during the shipping. The upper left corners of said items are bent out of shape. |
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