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Kristjan Justesen wrote:Very interesting, I might have to find a group for my Venture-Captain Holy Vindicator. ** spoiler omitted **That's not entirely true K-Ris. Mickey never signed a contract with any devil or demon. :P
True, Mickey's caravan visiting once in a while to his hidden Lodge in Dalun is probably the only friendly face he sees while trying to search for a way to deal with Fey's End and prevent the twisting of the Fey who raised him.

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Now placing bets on who will be the first to go off task and drink the first dose of Sun Orchid Elixir that shows up. Further betting available for whether or not the scenarios take this into account beyond autofailure!
I suspect that being a Dwarf would be of assistance if you do that. Martial type or Cleric would help, as well. Of course, since the DC is 42 (tribute to Douglas Adams), even that might not be enough.

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Now placing bets on who will be the first to go off task and drink the first dose of Sun Orchid Elixir that shows up. Further betting available for whether or not the scenarios take this into account beyond autofailure!
I really want that to be the actual plot of the adventure - the PCs drinking the Sun Orchid Elixir!

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Alex Blaes wrote:Now placing bets on who will be the first to go off task and drink the first dose of Sun Orchid Elixir that shows up. Further betting available for whether or not the scenarios take this into account beyond autofailure!I really want that to be the actual plot of the adventure - the PCs drinking the Sun Orchid Elixir!
Unless I'm mixing up the Sun Elixir with something else, it wouldn't benefit (or really harm) PCs unless they sold it for the gold value - not to mention getting enough for a party would be quite a coup.

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Since Orchid's Drop is legal, presumably the components are available...

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My tiefling is about to hit the last age bracket and part of his story is that outsider blood acts like cellular regeneration's on hyper speed: too much bone, too much keratin, etc. He's crooked and bent over and has so many teeth that opening and closing his jaws is painful. And it's been an ongoing process for the last 50 years.
Hope the elixir's available AND drinking it gloriously complicates the drinker's life. I'd like nothing better.

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So glad the news is being met with happy feelings.
Yes, 29 scenarios in a season is a massive amount. My hats off to John and Linda for shepherding them through the development process.
See everyone on the 6th, when we chat more about the new arc and Pathfinder Society in general.
Until then...don't forget...
Explore, Report, Cooperate!

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Heh. Saved the Decemvirate, bid on some sort of weird key at VC Sheila's request, solved a few issues in various places. Now I am too high level to go on this adventure. :(
Kinevon (multi-Captain: ship, Eagle Knight, Venture)
Fighter (Polearm Master) 15/Unchained Rogue 1
Have fauchard, will trip and disarm
Hmm, maybe you can get energy drained to qualify?

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I'm wondering if the members of the decemvirate will be personally giving my character his briefing. Cause I know a few of their identities. Would be a nice touch for an epic cause...
*bites tongue like I've never bitten my tongue before on a project*
Writing the briefing for this scenario has been the most rewarding part of this scenario so far—and there's a whole lot of amazing stuff in this scenario. When I figured out how I wanted to do it, it worked on a variety of levels.
I think veteran and 'newer' (subjective for seekers) players alike will approve.*
*Assuming John doesn't change everything I've done. ;)

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Thanks Bob. I actually already did that, and was just coming back to let anyone else who wanted to know that it sounds like it will be at 8:30 PST.
Given that Ryan is in Montreal and Perram in Kentucky, I'm pretty sure the start time will be 8:30pm EST, 5:30pm PST. The replay usually gets posted to YouTube pretty quickly, too, before the audio gets edited and posted as the podcast. If you can't watch it live, there are ways to watch or listen later!
The Know Direction YouTube Channel to watch it over and over...

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Kinevon PC wrote:Hmm, maybe you can get energy drained to qualify?Heh. Saved the Decemvirate, bid on some sort of weird key at VC Sheila's request, solved a few issues in various places. Now I am too high level to go on this adventure. :(
Kinevon (multi-Captain: ship, Eagle Knight, Venture)
Fighter (Polearm Master) 15/Unchained Rogue 1
Have fauchard, will trip and disarm
I think I have to find an LG game to find the right kind of energy drain, then, don't I?
I don't think Pathfinder permanent negative levels would let me qualify...

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Zach Davis wrote:Thanks Bob. I actually already did that, and was just coming back to let anyone else who wanted to know that it sounds like it will be at 8:30 PST.Given that Ryan is in Montreal and Perram in Kentucky, I'm pretty sure the start time will be 8:30pm EST, 5:30pm PST. The replay usually gets posted to YouTube pretty quickly, too, before the audio gets edited and posted as the podcast. If you can't watch it live, there are ways to watch or listen later!
The Know Direction YouTube Channel to watch it over and over...
Dan is correct. We go live as of 8:30 pm Eastern, 5:30 pm Pacific. We will start with the interview, which traditionally runs for an hour (although the PFS episodes have a tradition of their own, running 1.5 hours) and taking questions throughout.
We've created an event page as a reminder.
Sounds like a good thing to ask about during the interview!
Anyone who can't make the live interview, feel free to post your PFS questions here or on our forums.
And thanks again to Tonya and John for this opportunity.

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GM Lamplighter wrote:Hmm, maybe you can get energy drained to qualify?I think I have to find an LG game to find the right kind of energy drain, then, don't I?
I don't think Pathfinder permanent negative levels would let me qualify...
Yeah, and it causes weird wealth problems too, am I right? :p

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Kinevon PC wrote:Yeah, and it causes weird wealth problems too, am I right? :pGM Lamplighter wrote:Hmm, maybe you can get energy drained to qualify?I think I have to find an LG game to find the right kind of energy drain, then, don't I?
I don't think Pathfinder permanent negative levels would let me qualify...
Heh. No, that was all the crafting that caused that. All my primary LG PC's death did was get him back onto the correct amount of wealth, as the overcap in that scenario could have covered a Resurrection, instead of just the Raise Dead he got... Oh, and his Leadership feat, and the follower using an unlocked Wizard variant....
Gods. Overcap. Leadership. And crafting. All in one post. <<_>>_<< Did the world end, yet?

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I have a character that played Eyes of the Ten and then played 2 modules, putting her 1 xp away from 16th level. Is it possible for her to play this entire trilogy?
Since all three scenarios in the trilogy are 12-15, there is no way to get that character through the entire thing. Even on slow track you'll only get 2/3 done before leveling past the level 15 cap.

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To John and the development team:
Do you expect each of these new scenarios can be completed in a regular convention slot of 5 hours maximum duration?
My experience so far with higher level adventures is that it takes more time for players and GMs to figure out what to do with the many options accumulated at those levels.
I am excited about this and thinking about offering the arc at a convention this fall - but I want to make sure we slot enough time to do it right.
Any guidance on that?

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To John and the development team:
Do you expect each of these new scenarios can be completed in a regular convention slot of 5 hours maximum duration?
My experience so far with higher level adventures is that it takes more time for players and GMs to figure out what to do with the many options accumulated at those levels.
I am excited about this and thinking about offering the arc at a convention this fall - but I want to make sure we slot enough time to do it right.
Any guidance on that?
The feedback I've received so far suggests that #7–20 was playable in somewhere between 4–6 hours, depending on the GM and group; many of the GMs commenting also remarked that they saw good ways to make the next rendition more streamlined, so I'm feeling confident that #7–20 can reliably fit in a 5-hour slot. Just be sure to start on time and remind players to re-familiarize themselves with their characters. Even a short game at high level can last many extra hours if players don't remember how their characters work.
#7–26 and #7–29 are both designed to also last one typical slot (~4.5–5 hours).

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John Compton wrote:I thought you'd finally accepted that 4.5 - 5 hours is NOT a typical slot. Have you officially gone back to the fiction that a 5 hour slot is the norm?
#7–26 and #7–29 are both designed to also last one typical slot (~4.5–5 hours).
Paul, we still aim for ~4 hours for season 7 scenarios. When it comes to certain experiences (e.g. interactive specials, pregenerated character specials in which players need extra time in order to review characters, and seeker-level adventures), I'm aiming for under 5 hours. Although Serpents' Ire proved a little too long (we're tinkering with that before Gen Con), even then the target for these special events is closer to 4.5 hours.
Why? It's because shooting for 4 hours or less in a seeker adventure means either having only two substantive combat encounters or cutting much of the context, story, and roleplay that helps distinguish high-level play and make it a special experience—not a good way to kick off the first dedicated seeker-level adventures in five years. I also recognize that although I'm very familiar with how long a Tier 1–5 scenario will run, I'm still getting a feel for how long it takes to play through Tier 12+ adventures in an organized play setting. The more of these adventures we do, the more confident I'll be in providing the maximum content in a limited timespan.

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Paul Jackson wrote:John Compton wrote:I thought you'd finally accepted that 4.5 - 5 hours is NOT a typical slot. Have you officially gone back to the fiction that a 5 hour slot is the norm?
#7–26 and #7–29 are both designed to also last one typical slot (~4.5–5 hours).
Paul, we still aim for ~4 hours for season 7 scenarios. When it comes to certain experiences (e.g. interactive specials, pregenerated character specials in which players need extra time in order to review characters, and seeker-level adventures), I'm aiming for under 5 hours. Although Serpents' Ire proved a little too long (we're tinkering with that before Gen Con), even then the target for these special events is closer to 4.5 hours.
Why? It's because shooting for 4 hours or less in a seeker adventure means either having only two substantive combat encounters or cutting much of the context, story, and roleplay that helps distinguish high-level play and make it a special experience—not a good way to kick off the first dedicated seeker-level adventures in five years. I also recognize that although I'm very familiar with how long a Tier 1–5 scenario will run, I'm still getting a feel for how long it takes to play through Tier 12+ adventures in an organized play setting. The more of these adventures we do, the more confident I'll be in providing the maximum content in a limited timespan.
That all makes sense to me.
I'm sorry if I came across as abrupt. It wasn't my intention. Its late here and I'm fighting a cold. Which, while no excuse, hopefully at least acts as a mitigating factor :-)