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Lord Snow wrote:
Any multiclassing that would result in an XP penalty is forbidden, other than that it's a-ok according to the org play rules, towards the end I believe. I'll post a page in a few. Page 5, 2nd column , 1st paragraph. Something just hit me yesterday while prepping for the game that shall not be named. While I dislike the system, the mods are quite a bit easier on the printer since they're extremely clean with few illustrations to process, all at the end with the handouts. Don't get me wrong, I love the layouts (minus the handout issue), but it does add to the time needed to print these mods out. Which means less time (and INK!) to put towards print and prep of other mods. I'd happily export it to open office or the like and reprint, but the formatting takes a dump which means editing it to pieces in order to print it cleanly. I would be greatly pleased if you would offer these mods in a printer friendly version as well, as a new option for the convenience of your fans. Joshua J. Frost wrote: Handouts, as part of the layout formula on all Pathfinder products, will occur in the scenario/adventure/AP where they are referenced. May I ask why is makes a difference where they occur? A few things. Cutting up my mods isn't really most practical use of my prep time. The placement makes it impossible to print double-sided. It creates another slip of paper to lose between runs of the mod. While these might seem minor complaints it causes a lot of grief when you have (as I currently do) 6 printed mods, 30 faction missions (on slightly fewer slips of paper given the make up of the groups I've run), and now a handout cut out of a larger page (that is harder to handle since the handout was in the *middle* of the page). Since I'm running a modestly successful PFS gameday (2-4 tables per slot, drawing from a proud LG heritage) every little bit of bookkeeping is multiplied amongst myself (running each mod at least twice) and other judges. Granted I don't expect to see any page spanning handouts, but surely the handouts you do have can be placed with the faction missions to keep the pages whole. Does this equate to a literacy tax on the barbarians who have no way of knowing what their mission is without assistance? Thankfully so far our few barbarians are in the company of fellow faction members (who help them out with the hard words), but it's hard to swallow spending cash for someone to read a third of a page to you. I was talked into running this as a slot 0 with about 30 minutes notice. So I'll be doing things differently next time for sure. And what's with putting the handout in the middle of a page you need to run the mod? Silent Tide did it well by tossing it with the faction handouts. Spoiler:
Act 1 went along creepily enough. I changed the location of the wall sized painting to the Lady's private study. When the Chel... hold on... [flips through org play rules] Chelaxians (I knew it!) asked for a token by which to track Junia, I grinned inwardly as the lady led them to a room fit for Lydia Deetze's frilly twin, complete with her favorite dolly a plush skeleton. Needless to say the entire group had second thoughts about the family.
Act 2 slowed down quite a bit as I played up the 'caretaker' as being creepy and not all there. The monk took the time to offer counsel to the noble, who insisted that nothing was amiss. The classroom itself caused a ruckus as most failed their DC 10 spots, to which I reasoned that they look fairly normal till you look down and notice their legs blend into a wispy tendril near the ground. How the madman spoke with the 'headmistress' had most of the party waiting for him to go bonkers and drop necromantic hell on the them. Act 3 went surprisingly well considering the party treated the black water as undead lava, keeping well away whenever possible. A Chelaxian went so far as to have a 'hireling' collect a sample of the waters. Again the group were leery of Deris asking him to stay back a safe distance (just within a full run of the pond). Spotting the arm in the distance our monk throws a grappling hook to it, causing the bug to try and eat him (0 HP). The monk thought of struggling briefly before I said 'are you sure you want to do that?' as the bug went to drag him away. Bug dies next round and prepare for entry after questioning the madman. He tells the party it's the school mascot, sparky, and that he was just rowdy. Act 4 started with a misfire. Reading over the area hastily I thought the Bugbear zombie was for another room and promptly forgot about it later on. Exploration went quickly as the group went into 'greyhawk' mode searching everything till nothing was left of it, including monsters. Our monk spoke to Deris upon finding his deceased daughter and talked some sense into him and he wandered off. Act 5 I'm going to rewrite this encounter to have the wave come on the monster's turn for simplicity. I'd forgotten about it every round but the one the monk ran into the room. Act 6 meh. Had to wing the jewel, and didn't like that much. Overall, fun, but the adventure needed some cleanup. Joshua J. Frost wrote: *To the best of my knowledge, the one thing our world lacks is a Diseased Rat Emporium. Purchasing one is impossible and even trying to make one goes way beyond the scope of Pathfinder Society Org Play. So then no Craft: Diseased rat skill huh? Thanks for the info on professionals, I completely forgot it was covered. A few things I've heard requests for purchase and didn't have answers for. So how much is:
Joshua J. Frost wrote: He'll be a recurring character for sure. And we have tentative plans for a 2-part scenario at Gen Con. Thankyouthankyouthankyou! While I only had the one chance to run this mod (so far) I got fantastic reaction from the players when I described him bathing and redressing his wounds. Since then any time I mention the scents of heavy incense those players immediately look out for the bandaged riddle giver. Perhaps it's just me, but I think we should have far fewer magic item making feats in general. Something along the line of Brew Potion/One shots, Craft Arms/Armor, Craft Wands/Rods/Staves, and Craft Wonderous Items (other). Failing that, Brew Potion is amazingly weak and narrow focused, and I would like to see them include elixirs (different only in name really), oils (usually different targets), and most one shots which are normally straight spell effects anyway. Ran this last weekend... Spoiler:
Twice including the slot 0. Once with a Chelaxian Cleric of WTF?! Also the (french) Taldoran contingent, including one with a love for 'chocolate beauty marks' which he would place about his face and manipulate before eventually devouring and retrieving another.
Act 1 went amazingly smoothly when the Taldoran calls out the guards for being 'out of uniform' and beat down the slow guards to a pulp. The mad Chelaxian finished one, claiming himself some personal power. Both times the hair was gathered in, strange ways, before I even had chance to mention the unattended brush. Act 2 The Chelaxian (or is it Chelish?) Sorc provides distraction via a celestial poo flinging monkey. Then the party entered like a SEAL team dropping the enemy before Bengeirr could bring to bear the Beacon of the North. The Taldoran wake Bengeirr, parading him in his unmentionables down the main street, proclaiming in ostentatious display how Taldor is not to be triffled with. Act 3 Both groups were apprehensive about the giant drum, staying clear. With clerics in both parties the zombies were little threat, but Haldyr managed to apply some hurt. The Chelaxian Cleric was very interested in the mask, claiming it as his own before making it to Natalya's quarters. From there it turned to horse trading and all ended well with Skelg and Natalya sailing off together. Ran this twice (once as slot 0) and I loved it! Spoiler:
First time the Bard rolled high enough to avoid the mists altogether, so it became a simple monster hunt with the interesting side quests.
On gameday the Barb and Sorc both failed their rolls (by 1!) and I handed out the worksheet provided upthread. This lead to some fun roleplay, including the Sorc beating to 'death' the two-headed beast, and the barb breaking into the last room a la the kool aid guy (oh ye~~~ah!). Between the two runs I had every faction, and they each completed their tasks (the second even managed to complete their opponent's tasks), including the scarab one. I had the most fun tossing down my cube of (36) d6's and describing them as monkeys and apes madly capering about in a demonic ritual. To which everyone wished the Sorc were in artillery mode. I too find leveling a bit quick. But more to the point is that so far characters I've seen have been gathering too few GP to grow with their level. While I don't want it to run Lord of the Bling, even moreso I don't want to see a repeat of LG's early years where 'greyhawking' was for survival and not greed. Back to 1/31! GMs and location are confirmed. Gamer's Inn on Southern and Broadway in Mesa starting @10:30am. Please come early for smooth running and to get your snacks. Also, if you're interested in GMing come by and we'll talk. I'm the fat man with the orange backpack. Or you can email me at my handle at Gmail. I believe you're either not familiar with the concept of overcap (it seems to be regional IME), or I did not make myself clear. I fully understand that one can not gain more gold on their chronicle than is listed (with the exception of the skill roll), but I'm talking about during the scenario. Things like buying extra supplies (some of which may not even be used), buying rounds at the bar, or bribing corrupt money grubbing harbor masters. Greetings Phx area gamers! It's taken some doing, but with more than a little help from Brian Waterman and Rene Ayala we've successfully pulled off our first official gameday at Gamer's Inn this past Saturday. Gamedays will be alternate Saturdays opposite AGOP's 4e offerings, to last 2 slots from 10:30am (approx), with meet and greet & chargen at 10am. Second slot starts @ 3:00 (approx). Currently our GMing staff is very small, and will only be able to run 1-3 tables per slot, so please come sign up early at Warhorn I don't want to turn anyone away if we can help it. On that note, if you are interested in GMing we do offer some perks for those willing to run others, and don't ask that you eat mods. Next gameday is set to run on 1/31/09, with scenarios TBA. I'll return to update this thread to announce mods. I may've asked this before, but don't recall an answer. The mods I've run so far (1-3) have quite a bit more gold than the cap with perhaps 1 exception. What, if anything, can be done with this gold? For instance, could the PCs purchase additional supplies (or replace expended supplies, pay bribes, etc...) for the purpose of the scenario with this additional gold? I had a blast running this, with perhaps the least heroic pathfinders around. Spoiler:
Act 1 Started with a lashing of an impetuous Andoran and involved a Van Gogh reference, several South Park references ('I'm sorry I don't speak Kenny'), and subsequent slaughter by the Mummy Touched fighter and friends.
Act 2 Disaster incarnate. After the brief introduction of the NPCs (with an Andoran saying 'Don't talk to the slave, he's beneath us') the PCs with weapons drawn implied the caravan needed 'protection', and demanded 'pay'. After contemplating TPKing the lot someone finally mentioned the mission and got on board. Act 3 Fighter on the 'wrong' side of the battle moved to the right side and dispatched most of the goblins by the bottom of round 2. The Ranger was dropped by a goblin quartet at the top of round 2. Act 4 Running short on time (started late, and snack issues), two attempt to climb as the cougar (Ranger female who happened to be the eldest by a lot) reigned in the boys and with some luck dropped the harpies quickly thereafter. Said ranger buys slave at the end of encounter to R rated comments. Temple was also cleaned to 2 PA status. Act 5 PCs gain surprise (since I heard this was a killer), win init and proceed to pepper Jamila (being tied up by Gaspar) with arrows. Chaos ensues, and mod ends with a crit that nearly killed a PC, and bad guy's head detatching shortly thereafter. An interesting concept. Character suicide (what with the never getting access to good stuff), but clever. Now my understanding was that only successful missions counted in the faction wars, so you may want to go Andoran, the more diametrically opposed faction, or possibly Osirian as the character has a basis there. Mistwalker wrote:
There's a good reason for this. If you look at the animals whose dung you're collecting most of them are domestic or easily accessible. A bear on the other hand is neither. Bulls, cats, and arguably owls are domesticated. Foxes and eagles are low CR animals that your average farmer can kill. Bears are nasty scary animals that eat humans and require special care when collecting their dung. If you're dead set on it I suppose you'd want to give it a GP cost (about 3 I'd guess) but this disallows the mage from casting with eschew materials on it. I've always seen Smite as the iconic Paladin ability. So I've done some work on the ability for home campaigns. I've split the smite ability into two distinct layers, one always on the other x/day to maintain backwards compatibility. The first layer is +Cha modifier to all attack rolls against evil creatures. This would keep our Paladin a ahead of the curve in his particular field of expertise. The second layer is x/day as Smite stands now, but instead of +Paladin level to damage, it would act as an automatic critical against evil foes. This allows the Paladin time in the spotlight when fighting his iconic foes, instead of being outclassed by other fighters. I'm looking to set up a bi-weekly or monthly game over at Gamer's Inn in Mesa (@ stapley & southern) with the old A Gather Of Players spirit. If you're interested please email me at gmail with [Pathfinder] in the subject and I'll keep you abreast of the situation. So far we're looking a alternate Sundays, and are looking to coordinate with local gamer groups.
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