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Lucrecia

Penny Sue's page

71 posts. 1 review. No lists. No wishlists.



I was looking around for resources that better describe the Pathfinder Society as my players are really interested in it. However I've found little more than a brief descriptions (when you click on Pathfinder Society on Paizo.com and under the description for Pathfinder Chronicles: Seekers of Secrets—A Guide to the Pathfinder Society) I thought awesome; I'll buy this book and have all the answers.... can't even pre-order for a few months.

So where can I find some of the content that will be in this book? Just the basics would be nice; like what are the ranks (I've seen 'venture capitol' but what else and who reports to who?), what does this Grand Lodge look like, who are these Aspis Consortium louts, and how does a character even get into the society (I'm not talking about signing up on the website; I mean in game role playing... like what's the secret handshake =)?

Please help fill me in!


I've bought and read over this Pathfinder Society Scenario now. Looks to be a fun take on high adventure into the mountains. Wondering if anyone else has ran this and has some advice that would help it work smoothly.

Love the concept of the dog sledding but don't want to get bogged down in the details of the system. We are using Microlite d20 system which keeps the rules light, mechanics swifth, and the action fast. Would especially like to hear how you ran the dog sledding challenges.


We just did Hangman's Noose (urban murder mystery). I'd really like to try a Pathfinder Society Scenario. Please recomend one that is not a 'who done it' or focused on investigation and interigation.

Looking for something with action yet a solid plot. Doesn't have to be a deep or convoluted plot but it should be consistent, complete, and no gaping plot holes.

What say you and why?

Thx!


I've read several and ran one GameMastery Module now. Love the quality; great products. Just saw another thread here pointing someone to the Pathfinder Society Scenarios. Reading over the brief descriptions and revies it looks like something that may suit my current group well. (We play one-shot modules monthly; no persistent characters or plot)

Wondering; are the PS Scenarios pretty much the same thing as the GM Modules just geared directly towards the Pathfinder game? Are they 'longer' or 'shorter' ? I'm looking for modules that have the same quality content of the GM Modules but don't take as many hours to finish.


If you're familiar with the plot of this adventure then this will make sense. If not then it may be rather confusing. We all had a blast playing this adventure; hands down one of the best modules I've ever read and had the pleasure of running.

It also worked perfectly with the MicroLITE d20 rule system. Which is an OGL d20 system. Sorry Pathfinder; neat system but overly complicated and convoluted (hey, just like D&D v3.5! =)

Thread about preperation for this module: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/modules/han gmansNooseAdviceOnRunningTheAdventure

Roster:
Sir Cole - Player
Tablark - Player
Valeros - Player
Kyra - Player
Killian - Player
(Malgrim, Ebin, Madge, Patricia, Halgrak, and other names are all NPCs)

While being dragged, unconsiouse, into the courthouse ; Sir Cole, Tablark, Valeros, and Kyra each had a vision through someone elses eyes. Soon after; all ten members of the original jury woke up in the court room where the trial took place 10 years ago. Converstations about visions and 'whats going on' quickly degrade into accusations and out right viloence. Valeros went to talk to Malgrim who insulted him and blew cigar smoke in his face; taking offence Valeros drew steel! Sir Cole was happy to see a good excuse to go and put the hobgoblin, Malgrim, in his place. Malgrim easily shook off both Valeros and Sir Cole who both yielded before an real blood was shed. During the 3 way boxing match Tablark and Kyra were interogating the rest of the jury; Kyra with her smooth diplomacy and Tablark with his rugh (yet effective!) intimidation. Ebin and Madge both folded under the pressure and spilled the beans on their personal vendetta's against old Jarbin Mord and why they voted to hang him. Patricia and Halgrak both stood strong and were not compelled to divludge much. Tablark went to look at the evidence table, with the murder weapon still there, when suddenly a chunk of the mural on the cieling crumbled, struck the table, sent the blood stained axe flying accross the room, and he narrowly missed being crushed. Ironically it was a piece of the mural depicting the deity of 'justice'. Tablark took the axe for his own; blood stains and chunks of gore still stuck to it. Patricia easily convinced Sir Cole that they should have a... private conversation... in the jurors box.

Malgrim then went off into judge Silman Trabe's office where books started flying off the shelf as a childs voice cackled. During the barage of books one clocked him good and Malgrim backed out of the room. Valeros and Killian took his place and searched the room finding a hand full of acrane scrolls which they procured.

Eventually everyone moved out into the main hall. Killian went over and investigated some debris on the floor under the chandellier while Sir Cole went to take a closer look at the big clock. When Cole approached the clock it erupted in a cacaphony of dimented chimes and assaulted his mind of which he was unable to ward against and it damaged his mind. Tablark swiftly came to his aid and destroyed the clock with his new axe. Tablark demanded that Patricia use her magic to aid Sir Cole and she assured him that she would 'take care of him'. Patricia and the paladin then went off accross the room where she tended to him.

Valeros found the deliberation room and searched it. Finding only the message "who's funny now Mord? - E.B" carved into the bottom of the table. This reaffirmed what Ebin had already explained about his motive.

Tablark and his now intimidated lackies, Madge and Ebin, went into the west wing office. There was a skeleton wearing judges robes with a long white beard sitting at his desk and a spiked chain still around his neck which was used to garrote him. His dog's skeleton also lay by the desk with kicked in ribs and skull. When approached the dog animated and attacked Tablark; all three screamed and ran from the room. It would seem Tablark is rather scared of ghosts! This drew the attention of most everyone and they flooded into the cramped office. Apparently it took a whole mob of people to kill one little old skeletal hound. Searching the desk produced a letter describing the misscarraige of justice against Mord, addressed to the district councilman, but it seems someone murdered him before the letter could be sent.

As the scuffle and shuffle in the office died down Malgrim went through another door into the adjacent courtoom. The door slamed shut behind him. Screams of horror from the hobgoblin were heard through the door; he exclaimed "No! You're dead! I saw you swing!" followed by gurgeled choking. Sir Cole burst into the court room to find Malgrim hanging from the rafters; hung by his own spiked chain. Nothing else is found in the room.

Everyone decided to head upstairs and found themselves in the barristers' lounge filled with couches, a large table, chairs, and an ice box. When Tablark saw a painting of Judge Trabe he was struck by the same vision; this time more vivid, intense, and detailed. After coming back to reality he assumed, based on what evidence he had, that Patricia was a key to this puzzel and was tired of her evasion of the truth. Charging up to her he backhanded her with his spiked gauntlets. As she fell to the ground Patricia screamed for Sir Cole to save her. The paladin was more than compelled and against his better judgement drew steel against Tablark. Patricia managed to cast a spell before anyone else could react and Tablark fell to the ground asleep. Kyra then lunged forward and severed Patricia's head from her prone body. Sir Cole shuddered and realized he was now back in control of his own actions as Patricia's charm was broken. Tablark looted her corpse (based on several actions his alignment was changed from Neutral Good to Chaotic Netural).

Sir Cole then asked Tablark if he thought Ebin is evil; to which Tablark agreed. Ebin was stupid but not def. He lunged between two people, leaped over Krya's leg as she tries to trip him, and scampered down the stairs. Sir Cole chased him down and used detect evil to locate him in the west courtroom. Before laying waste to the little gnome he noticed that Malgrim's corpse was missing. Cole brought Ebbin's body back up to the lounge and tossed it on top of Patricia's.

Kyra went off to investigate the barristers' offices. While rumaging around an office she was suprised by a giant leech that droped from the cieling and attacked her. She screamed and ran out of the room. Valeros, Sir Cole, and Tablark rushed in. The leech bit Valeros and attached to his hand. Sir Cole then severed the leech in two. Krya came back into the offices and searched around some more finding evidence of a barrister named Alister Wade who was running a loan shark business on the side. One of his clients was a jury member with them tonight named Halgrak Five-toes. There were also several red scarves of fine Varsian silk in his desk.

While they were all searching around in the barristers' offices Halgrak and Killian were still in the lounge. Halgrak opened up the old ice box and finds a disguisting old jar filled with his pickled toes. He screamed "My toes; I've found them!" Just then a grotesque appirition emerged from the floor. It was Jarbin Mord who is now the croaker! He grabs ahold of Halgraks head and broke the half-orcs mind then flew off through the cieling. Halgrak ran off back down stairs with the jar; screaming and babbeling incoherently.

This is where we left our adventurers. Will they survive the night? We'll find out at our next game night!


Wondering if the purchase of a hardcopy module also gets you a download of the PDF?


First off I have to point out the high quality of Paizo's modules. I don't know how many dozens of adventures, modules, campaign settings, etc I've read. These are simply top notch and easily stand out as some of the best I've ever read. This one in particular was vastly more dark, grotesque, and mature than most any other as well. Not all of them are like this but man when they go dark and gritty it gets ugly! Anyway...

Any advice or tips for running this adventure? I have a lot of my own ideas about these questions but would love to hear yours as well!

Managing all of the NPCs and the complicated, interwoven, plot between all of the NPCs and PCs?

Conveying the complicated plot in a way so that the players can figure it out? Was confusing enough for me reading it and I had all the answers in plain sight!

Tips for getting it done in 4-6 hours of game time? We play one-shot adventures once a month for about 6 hours. If it's not possible then where's a good 'break point' to stop and start again next month?

Better way of keeping them in the building so either can't leave it or always end up back in it? Only lame thing about the module was that they suggested you 'warp' them back into the building if they leave; I didn't care for that.

Ways to keep the mystery, suspense, and horror at full throttle? My players enjoy some music in the background so I've got some good creepy (yet not annoying) music to play. Anything else?

Anything else you want to advise?

Thanks!


I'll be running my first Pathfinder adventure in January. Not new to DM'n or playing RPGs but new to PF. We'll be starting simple; level 1 characters, Paizo module, using Rules As Written. Players have NOT read the books and will be relying on me. They do know we'll be playing Pathfinder and what it is; they are just not informed on the details.

Any tips or tricks unique to Pathfinder that you would suggest?



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