On Perma Death, I have played the Souls Series of video games (Dark Souls). These games are supposed to be hard and difficult and stress inducing. You know going in that if you died, you did one minor thing wrong. It had nothing to do with luck. In PACG, I do not expect that thinking. I have had bad throws where we have said "unless I throw all 1's... lol"... and then I do... and I lose everything? In Souls, I am given the option to attempt to get back to where I was to retrieve my hard work for a mistake. Lying on the ground in a sort of jest. PACG just tells you to pack it up and go again... from the beginning of the game. Yeah, so I ignore it. Waste of my time. If and when we have a player die, we stop the scenario right there. Rebuild our decks with our upgrades and start that scenario again. Now, we are more prepared. We view it more as getting so far on a video game level. We die, respawn, and get to go at it again from the last checkpoint (beginning on the scenario). On allies. When my wife and I play two players, we tend to use allies for their specific powers since we need a bit more diversity and assistance. With my six player game, we tend to use them for explores since we have enough Blessings and versatility to go around.
I was trolling about on coolstuffinc and came across: https://www.coolstuffinc.com/p/248613
PACG Ultimate Magic Add-on deck
Preorder
I had not heard any news about these, and it has my full attention. Edit: oh yeah... plus Hayato the samurai!!
I am trying to find out if at all possible we (or myself on Drivethru if necessary) can have a short (3 expansion, roughly 300 card) Adventure set in a new local that follows a different Pathfinder story line without all the need for the current model (base + 6 expansions) using any current base set. The idea behind a 4-6 is that roles hav already been chosen and your adventurer already had a decent deck at that time. This is no longer a hardmode expansion as Doppel has already pointed out the WotR model and I understand why now. It just appears that WotR is a bit of a stickler on making a generic expansion due to mythic paths already being chosen and D20s being present. Unless a shorter adventure comes by the way of 1-X and includes all boons/banes/locations at which point we are just removing the Base set from the current product model. I am just trying to see if this idea can cohesively work. At all... if not, then I suppose its back to RotR and S&S for me...
To Doppelschwert: I think I follow. As I have only played through a few sessions of WotR I never made it beyond AD1. I have 2 questions: 1. When does the Mythic section kick in?
If these answers are the end of AD3, then a feasible AD4-6 "could" be possible. I can see the problem with having useless cards from certain base sets, but that can be manageable (design team issues). A short romp around different story lines that are not necessarily tied to any one base set is really what would be interesting. I also see the potential issue with useless boons, although that was specific to a AD7-9 and not an AD4-6. The 7-9 could be a "hardmode" which as you said can become highly problematic. Is then a potential solution to make short Adventures a 4-6 level? Which then includes anything a typical AD expansion box would? Possibly with some tinkering... Thoughts?
Or from a different perspective, this idea. What if an Adventure Path ranged from the 4-6 difficulty range? And could also be added to any base set? I have read where others want some differing scenario/paths and they would like them shorter, as a 6 Adventure is sometimes hard to get a group around collectively for such an extended journey. It could ease the playability of casual groups by dedicating less time by reusing an already recorded character for less scenarios. This could also open the doors for more adventures without having to buy more base sets and expansions for those who just want more stories and cannot afford continuous base sets and expansions. $30-40 for more fun with what I already own vs. (at msrp) $60 base, $20 for 6 expansions ($180 total)(although I am aware that if you purchase used or from Coolstuffinc this price can be greatly reduced). I would be more inclined to spend $30-40 every 6-8 months than $180 every 16 months or so...
I did read that post, although "exactly" is not quite accurate. That post is a mod... Not the same thing. As this would be a separate Adventure path not needing a specific Base Set (as your example is specific, mine is not). And you could earn more role feats, not given. This would also include a new Adventure (as I am sure there are plenty of shorter unused Pathfinder Adventures out there that need slaying), new locations, new banes, not reuse old versions in a new way. I am not interested in an old wine poured from a new bottle... And unlike yourself, I would very much like to continue on with my "retired" characters. Also, I wouldn't spend $20 each on 3 adventure expansions to a set I do not own, but I would spend $30-40 on a box set that can be added to any box. Just some points of contention.
I do not read everybody's posts, so I do apologize if this has already been mentioned. We get some pretty cool loot at the end of Adventure 6... that we do not use. What if a 110 card expansion pack was self contained to add a beefier "continuing adventure." I.E. Adventure 7, 8, or 9, that was generic enough and self contained to be done after any adventure (any of the four on the market or after any OPAP). Where we could do a "short adventure" that some people tend to imply they would like to see (where it is just stronger monsters and the like with its own set of locations), and continue on kicking monster butts. Plus this could allow more boxes to be checked in the "role" department and let us feel super awesome. I tend to think right when I get to Adventure 5 or 6, I am finally awesome-ish enough... and then the AP is over. Plus, I got this cool loot... I never got to use. Some of the Adventure 6 boons never show up, so Adventure 6 is kinda stale. If an Adventure 7-9 (or similar) was added and few boons were added (loot only), this should ramp up the difficulty with scaling monsters/henchmen/villians (for those that want a harder challenge). But we would get a chance to increase role variants and get those Adventure 6 boons, and have a chance to shine (or die). Plus, it could be done after any AP from any Base set with any Character from any set... so the ability to replay Adventure 7-9 (hardmode) would feel equally unique based on which base set (or character deck) was used. Just a thought.
Jim Landon wrote:
I cannot, as I do not own mini's nor could I afford them. Although, if the tokens were added to Drivethru as a pack for $10 or so, I could do that.
As a casual player who cannot continue to afford every class deck, base set, and the adventure decks, I only own the RotRu Base with AD1-6. I loved it when the OP scenarios came out as I was able to play a new Adventure with the same cards. So I only have a couple of things to add to the conversation. Also, I did not read everyone else's posts. 1.a. Having an alternative AD1-6 box release, 110 cards with cards ranging from 1-6 (i.e. new villians, henchmen, monsters, boons, locations, scenarios and or paths) to have a varied adventure with an old box set (specific to a particular base set). or if necessary two 110 card box releases, AD1-3 and AD4-6 for base set (blank) 1.b. Generic AD1-6 box release, 110 cards that can be combined with any base set to have a new adventure... This is more difficult as the locations, henchmen, and villians would have to be in this expansion to make the Path cohesive across any base set. or two 110 card box release, AD1-3 and AD4-6 for any base set. 2.a. A "booster" pack with all the released character tokens... As I cannot afford all the class decks, I can still download the character sheets for print and play. I understand I am not able to fully utilize these guys as I do not have the optimal cards, but it allows me to vary up a game. It is like rolling a new character in a video game. It is the same game, but I am playing differently. The only problem is I would like to have a token card for each of the characters so I am not using: pennies, buttons, and the like to denote who is where. Or if you guys were able to add this to the download section, it would be greatly appreciated. 2.b. A 110 card pack with just new boons to be swapped into another base set. For example, there are no guns in RotRu base, if I could swap some bows out for some guns, then the game FEELS different. These new boons would be fairly generic and able to be swapped into any base set. These are just some thoughts. Thank you for your time. I really love this game.
Alkatrazshock, Couple of things to remember:
Now, if you have created a couple guidelines that has made the game too easy, then its probably no longer fun... So, here's my two cents: If you and your wife are playing class deck characters, then it is not necessary that you include the Character Add-on deck (less cards). This is a good starting point. If you two are using Class decks, then you can add all or some of the cards from the deck that you want. You do not need to add cards from a ranger deck if you two are running a fighter/wizard combo. (unless there's that one card that may come in handy, in which case, just add that one...) If you would like to keep the card count down, exchange a class deck card with a box card instead of just adding. (remember not to make the game too easy, it becomes no longer fun) Or, do a combo of all three. Here's the run down.
play a few scenarios and see if it works, if not, you can always start over :)
What Hawkmoon269 said, it is the player whose turn it is that gets to have final say on who, when, where, and to what extent another player can help. I have ran a game with Tup just to try him out, and I really rather enjoyed having the option to take a couple of damage (maybe) to get that boost. So, I do agree if you sit at a table and the other players are not interested in your type of character (not necessarily just pertaining to Gobs), be a team player and either choose a beneficial character for the group or find a new table. It's just being courteous.
Accessory allows you to use another item. I.E. jewelry, headgear, belts and such... because you don't have to hold them the power feels more like a selective passive Although digging through my cards this doesn't always appear to be true.
Also, staffs seem to have "recharge" as where wands have "bury", this is also not always true but common.
Interesting. Having Vic point out all of this in the manner in which he did by providing details and explanations is actually quite interesting. This type of understanding for "how" and "why" the system is set up the way it is, is really... well... cool (for a lack of words). Again, Vic you guys are great. Keep up the good work.
In mid 2006 my roommate and I took a trip to Wal-Mart to pick up a new game to play. We ended up picking up Heroscape. By 2012, I had every expansion and promo figure with multiple base sets (for the land). This game became my core group of friends go-to game. Once a month 3-6 of us would sit down and dominate. I met my wife in 2009, married in 2013, and soon moved halfway (Kansas) across the country (work). My wife was uninterested in playing a game that expands across all space and time... So... there sits at least one copy of every Heroscape piece... on the shelf. Months passed as she and myself attempted to get adjusted to a new city with new people. All of our loved ones 800+ miles away. My monthly gaming group of 8 years gone... I had grown bored and started trolling around websites looking for "great solo play tabletop games". I stumbled upon DC Deckbuilding game. I watched a few "let's plays" on youtube and it seemed enjoyable enough. There on the sidebar (recommended) was Grey Elephant Gaming doing a Let's Play of Pathfinder Adventure Card Game. I had played Pathfinder RPG, but only played a few games as I was not excited about having to have a GM. I watched the Let's Play and soon did hours of research (watched videos and reviews). Tom Vassel from Dice Tower sold me after his review.
Oh, I played through the base box and adventure one with every character. Soon I was buying the second adventure Skinsaw Murders. And this continued through the fourth adventure. Then it happened.
Over 18 months later:
So, to wrap this all up. Mike and company, thank you. Thank you for your creative ideas, hard work, dedication, optimism, open ears (community), and commitment to excel. This game did more than just become a game on the shelf for my wife and I. It helped bridge a difficult time in our lives. It helped her and I gain a mutual interest, helped us pave new friendships and have something to do on any day of the week. Again, from both her and I, Thank You.
Character Name: Ekkie
Character name: Ranzak
More information: MVC is the Holy Candle. Also, never had a Charmed Red Dragon turn on us!!
No, it is legal, here's why: If you own a Belt of Incredible Dexterity it reads " You may play another ITEM on this check" Since both belts are items you can reveal each, once. This is true with most items that have the ACCESSORY trait. Basically the way I think about it thematically is: it is something you do not have to wield to use, so any or all available can be used, like a passive bonus. So... if you are wearing two belts you can use two belts, since they are separate cards each can be used, once. Just like rings, hat or the like. ninja'd...
I have a 6 player RotR game going and a 3 player SotRu game going. We are not in an official OP game for the 3 man. For both games we have house ruled that if a player dies the scenario ends at that point and we do not get the possible upgraded cards. Basically, we just start the scenario again with the cards we had the time before. We had talked about purposefully failing (letting the blessings deck run out)and there being no penalty, so why is there such a harsh penalty for pushing to win and failing? I have only had one death in either game and it was due to Seoni not keeping track of how many cards were in her deck while helping other players with blessings. Since then, no issues. The house rule is in place and all my players are happy. Our 6 man game is 3 couples, so having a player die and either choosing to start over (not an option) or coming over and watching their spouse play while sitting on the sideline (not an option) does not really work for us.
First off, James, I am on the "boon hound" wagon. Wraitguard, I did not misunderstand and you explained well enough.
Mike, I had no interest in adding cohorts to non-cohort using characters. And I did understand the scenario specific cohorts once I did some reading. Although, I was enlightened, as I did not notice cohort using characters were inherently "weaker" characters on his/her own. Overall, I am now pleasantly excited about some of these CDs I had no original interest in purchasing due to ignorance (I thought since I did not own wrath, that these characters were incompatible for me...). To the wife, to beg for 30th birthday money!!!
I suppose I should read up then... Onward to Wrath Rules... If I am understanding cohorts correctly:
Interesting.... looking at you Gnomish Dog Lancer Raz... The plot thickens... Off to ask the wife for money!
In RotR there are many wisdom/survival checks to close locations and with Ranzak's ability to quickly burn through cards it became obvious to dump skill feats into the d4 wisdom. Plus being able to temp close a locale without having to burn a blessing by using a Sage helps out for the villain checks. The wife and I went through RotR with Ranzak and Ekkie with little to no difficulty. We had a blast aswell. Cannot wait for Tup in two weeks, and all his compadres in August. "Can't wait for shoppin'
2-1F Athnul, Ranzak, Koren We actually had some trouble with time on this one. We decided Athnul would be dragon bait for the game, she did so... reluctantly. Since our group is con fort heavy we had little to no trouble on the checks. And Athnul happened to pick up a potion of fortitude and a potion of energy resistance this game, lol. Anywho, Athnul kept throwing d6-1 what we needed to attempt the close, so we had to burn through almost every card. We chased the beast to the Woods where its 18 check to defeat was outmatched by Koren's 31, bwahahaha. My only thematic question is when did Black Fang kill Thelsikar? When it landed? Or one of its random pot shots from the sky? Alas, we prevailed, returned to Sandpoint, and made our farewells as we left for Magnimar, The City of Secrets awaits!
2-1E Ranzak, Koren, Athnul We opted to take on the Warrens last... Ranzak and Koren ran into Etainia fairly early. Athnul temp closed her location, Koren boosted Ranzak's wisdom roll as we watched Eatainia flee to either the Woods or Warrens. From here it was near top card fast henchmen fighting where when finally came to the Warrens... Goblin Raider top card, success, leaving the pregnant woman. We hit her so hard she had a demon fly out of her and run into the Shrine. Off we set, hot on its trail. Cornering the beast all thoughts of mercy were lost by means of dark fluid pulsating through our bellies. After our lust for Demon blood ceased, we found ourselves victorious and headed back to Sandpoint.
2-1D Not much really to discuss here, we bashed our way out of the Junk Beach with little more then some help with throwing multiple d6's on the Goblin table, and with it being early game... whatevs. Pushing around the table we gathered many Adventure 1 weapons. (woot woot). Until... The last card in the whole shebang (we still had 7 turns remaining). Big Chief Wortus crawled out of his hole and demanded successful con fort rolls. We obliged. He blew up. What a wildly uneventful close.
Running with Athnul, Koren, and Raznak. We had little trouble with 2-1B rolls due to the decent Fort:Con bonuses.
1 acid damage the entire game (Ranzak). Rolls were on spot, but no Black Fang in sight. Came down to doing some risky "you go there and I'll go here, and hopefully we find him and if we succeed at the temp close, maybe a win."
2-1C...
We don't speak so good and people no like us much... Some how Koren ended up with one card left in his deck, I think I was burning cards left and right trying to help. Luckily, it was an armor. I just recharged that armor for the rest of the game boosting Ranzak's boon thieving hands around the board. We gained little in the way of friends, but one badass lady (Athnul) who hangs around a one handed, one legged goblin and a half-orc brute, what did we expect? What was funny was we actually encountered the Mayor at a location and all three of us laughed out loud about how we were not even going to try to acquire that hateful woman that just disowned us from her town. Oh,... good times.
I have intentionally "lost" to a henchman knowing I was not prepared for the "to close" check. As ecloderdude says, having to burn through a whole deck due to a failed "to close" check sucks. I'd rather lose a card or two due to damage than potentially lose by far more turns which typically effects the group more negatively than just me losing a card (or usually just recharging).
So, looking ahead on some of the character sheets I see glorious possibilities and think to myself "self, if only I didn't have to blow two power feats prior to choosing a role... (sigh)" And then... then... (raises hand) Am I allowed to hold onto my power feats until a later time and dump them all at once. i.e. can I wait to use my feats until I choose a role? Next part, different thought. I am playing as Koren in SotRu, if I know my last card in my deck is an armor and I opt to help the group (let's say we are all at the last location) by constantly discarding the top card, oh wait its an armor, free 1d6 for everyone on every check, yay! Is this just a bit cheap or is Koren designed with this in mind? As a last stand paladin helping his comrades bash their way to victory? Thoughts
I only really had one question about the Goblin table. If I am the only one at a location and roll a 4 "A random character at your location encounters the bane instead. That character does not roll on this table." We played it as, "Well, there's no one else here so here I go!" and "Yay! A 4!". Is this correct? (I hope it is, we won based on rolling a bunch of 4's on the scenario that we actually completed)
I do have a few things regarding shelf space. For years brick and mortar companies have offered in game promo products for pre orders so that they can better estimate how many games to order for release. We see this quite often in video game releases. Since the video gaming stores have a limited amount of time to get the full dollar for a new release they incentivize with in game goods that others cannot get upon release without the preorder. Paizo offers promo cards for an ongoing subscription, and the brick and mortar stores do get promos to give out, but I feel they are missing an important part. Preorder. Without this many companies sell off the overstock for a lesser price (coolstuffinc.com sells all PACG products for 35% off new in box). Although I feel that is the game they play (sell more for less = profit). The promo incentive is there with a paizo sub, but not for the brick and mortar stores. There's got to be a way to better incorporate these shops into the mix so that they can readily and accurately order plenty of product without the flooding of shelf space. If this is in fact an issue. I feel as if I had read that some people wanted the releases to slow a bit to allow the consumer time to catch up to a game which its releases were far outpacing the consumers wallet.
I figure, if the check to defeat is missed, then the necromancer has time to "raise dead" or some such mumbo. Feels realistic to me. I can understand the divine argument. Maybe meet in the middle with a (for example) combat 22 or divine 14 roll. Give the option. I have seen some villains with this type of approach. With an "or" option, the or is usually an easier numerical check, but also limited in the skill abundance. Just thinking out loud here.
I have been tinkering with a custom AP. In the scenario the villain is a necromancer. The henchmen are... for lack of a better description "resurrection" baddies. During the scenario when a monster would be defeated from a location, put it under the location card. When you encounter the henchman, if undefeated shuffle all monsters back into the location deck. So, here is where I need some help. Thematically, I think a human necromancer underling works well, but what should the check to defeat include? Combat or Divine, Combat then Divine, just Wisdom Divine? Arcane? Then I suppose is the necromancer immune to any traits? And what powers should they have? I only own RotR with all expansions. I looked at the villains with the necromancer trait. Azaven is also undead so he is immune to mental and poison, but why to cold and electricity? Is this from the "Lich" trait? He has a before the encounter Con, Fort check... I feel doesn't work in my scenario. Barl Breakbones is not immune to any traits. He has a After the first check, which was neat, but doesn't seem to make sense for mine. Mammy Graul is not immune to any traits, and her before is interesting. Before the encounter each character at this location summons and encounters an Ancient Skeleton henchman. Now this thematically makes sense, so I think I will use this. So, here's what I have got for the henchman: Traits: Human Necromancer
I suppose the villain would have the same powers, but also include Mammy Graul's final power: The first time in this scenario the anyone would defeat Mammy Graul, she is undefeated. I like the idea of an undying necromancer that forces you (the player) to at least once in the game shuffle all the defeated monsters from a location back into the location. Any thoughts? Also don't forget, I need help deciding the check to defeat.
Much like Theryon, I print out the proxy on a sheet, use a role card to add the weight/strength to the print that is also sleeved. I use printed character sheets so the role cards just sit in the box. I found running any of these scenarios (only completed 2-1A-C) quite a joy. My group hated the new goblin d6 roll, for the increase in random "screw you this way, this time bwhahaha" way. They all loved the new skin on the old bones that is RotR. Keep em coming, we all had a blast! I wouldn't find any issue with either more or less proxies. So long as if it's fun!
After I earn a die bump, when can I opt to use it? Must I announce that I will use a bump prior to making my check?
ALSO
Thank you in advance.
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Right now, the OPF has two "members": Paizo's organized play programs (Pathfinder Society, Starfinder Society, and Adventure Card Society), and Evil Genius Games' new OP program. In recent days, there has been an exodus of staff from the latter as well as freelancers cutting all ties with the company, based on "ethical" or "moral" differences between the individuals and the company. This is not the place to talk about what those issues are, or who is right or wrong, since they are irrelevant to my point. This condemnation of an OPF member company's ethical standards causes some concern, both for volunteers of the OPF but also given the OPF's new charitable status. It is extremely easy for concerns about ethics at a charity to cause prospective supporters to look elsewhere or to pull support. Left unchecked, it can even cause government to review said charity's status if the concerns continue. I trust that the OPF board is already investigating the issue and looking at any actions they deem necessary based on this. That's also not what this thread is about. My main question going forward is: what process is used to vet prospective members of OPF? That should be made public, so that people who play or volunteer for one OPF program know that the same charitable organization isn't also running an organized play program that they strenuously object to. (I personally wouldn't support an OP program where the table rules allowed GMs to exclude players based on gender, say, or where all the scenarios were written by AI. Right now I don't know whether OPF programs would be allowed to do that or not.) Clear standards about what OPF stands for would help everyone, and can serve to foster the kind of gaming environments the OPF wants to build. (Maybe it is out there somewhere, but right now the OPF website redirects to a Paizo OP page, and I couldn't find anything on it.) --- My experience in OPF and charities: I am not an expert in U.S. charity law, but I have been involved in Canadian charity management for my entire professional and volunteer career in a variety of roles, and many of the rules are similar. I also spent three years working in a management role in a U.S charity. On the OPF side, I've supported Paizo's OP program for more than a decade, founding my local PFS Lodge and serving as Venture-Captain (twice) and currently as Venture-Lieutenant.
Try as I might, I just can't write small enough to use the session sheets that are printed in scenarios, and as an event coordinator, I often can't read the writing of those who think they can. So I made this one. Feel free to use if you like it. sustainability thoughts: While I briefly worried about using more paper than the old one, of course the old one gets printed on a full sheet anyway and half isn't used, so it's probably the same thing.
Hey folks! We're running three days of Pathfinder and Starfinder as part of Game-itoba, and you're all invited! We've got a survey for what games you want to see. Some games are already mapped out based on peoples' requests, but here's your chance to tell us what you want to play.
Sun streams through the stained glass windows in the old Cathedral of Aroden, now serving as the Almas Lodge of the Pathfinder Society. Venture-Captain Brackett’s ornate desk is covered in neatly stacked bundles of documents. Venture-Captain Brackett is seated at the desk, his hands tented thoughtfully. Behind the venture-Captain, a young man in the golden epaulets of an Andoran military officer regards you impassively. “I need you to investigate the Irrica family of central Isger,” Brackett begins without looking up. “The Eagle Knights have finally released their documents from the early days of the Goblinblood Wars, when they fought alongside Hellknights and Druman mercenaries to contain the goblin invasion up north. Lots of interesting information in those files.” Brackett nods curtly at the young officer. “Captain Bascomb?” The officer steps forward and comes to attention out of habit before speaking. “The Irricas were supporters of House Thrune during the Chelish Civil War. After the Thrune family came to power, there was some sortt of conflict between the two families. One of the Thrunes who served as liaison to the Irricas did something to offend the family's patriarch. There were rumors of extortion. The Thrune agent apparently disappeared, and rumor was that the Irricas killed him using some sort of supernatural aid. The Irricas were not punished for this apparent transgression; on the contrary, the family received several lucrative contracts from House Thrune, and became quite influential regionally. The family was wiped out in the Goblinblood wars. The last of them fell defending their summer home, which was never reclaimed.” The captain nods smartly to Brackett before stepping back. Brackett returns the nod and sums up. “So, we have a family in Isger who had some sort of "supernatural aid". This allowed them to kill a member of the Thrune family and not incur Thrune wrath, at a time when they were consolidating power and could not afford to appear weak." Brackett's eyes narrow. "Something that could scare Abrogail Thrune into inaction is not something we want left lying around in an abandoned house in Isger. Go to the Irricas’ summer estate and try to find out what sort of supernatural aid the Irricas had. Be here and ready to leave before dawn tomorrow.”
Is anyone having trouble recruiting enough players to run 10-98 at their smaller events? We would routinely run 7-8 tables for a special, but I'm having trouble filling 5 with this one (which is of course the minimum). Of those I've talked to, the early rumors of this being a "grinder" to end your PFS1 characters' stories is still a big factor. The newer players don't have level 5's and don't want to play pregens, so that's a smaller factor. On a related note, if you missed GenCon, come to Winnipeg August 23-25 for our Grand Convcation!
Recruitment is open for this game, which occurs as parts of PbP Gameday VIII! This is a public game, so the first 6 legal PFS characters posted will be accepted. I'd prefer to play high subtier, so level 3-5 characters preferred, but if you want to bring a level 1 you can. Please post using the profile of the PC you wish to play. Expectations:
If you're new to play-by-post, take a look at my profile where there are some useful hints on how to make this all work. I'll be using Google Charts for combat maps, and this forum for Personally, I prefer interesting characters with backstories, since those can really come out in a PbP game. If you just wanna roll dice, that's cool too, but if you give me story to work with I will give you story back. Full disclosure: I wrote one of the quests in this scenario. Game begins on August 26th. I will get the appropriate threads set up this week. We have a local con the weekend of Aug 23-25 so the starting post may go up sooner. Who's in?
So, I did this on August 1 at our FLGS to get PF2 going. We had 6 players who came out to build PCs and play "The Sandstone Secret" quest. Sharing my experiences and hoping to learn from others who've done the same. I started with Lucas Servideo's awesome character worksheet - it gives you a place to track your ability scores as you build, and includes the ability boosts/flaws for all races, backgrounds, and classes for shorthand. I hope he posts it somewhere, it really is fantastic for those who already play PF1 and want to get their PCs built quickly. Then I explained the ability building system and the feat system briefly. I got everyone to select their race and class, and gave them class-specific character sheets from the Character Sheet pack. (Wasn't planning on doing this, but I forgot the sheets I'd printed at home, and had to buy these as a last-minute replacement). They have all the proficiency levels pre-checked, which saved a lot of time. Guided them through their choices, and told them about free rebuilding at level 1 (so no one fixated too much on weighing every possibility). Gave them the class-specific equipment kit. Those who had their own rules could work ahead and buy more gear. We skipped factions and Pathfinder training because the Guide was so new and we couldn't access it from our location. (Plus, rebuild. We did assign factions after the game so people got their reputation. No one missed the free consumable, though.) Not everyone had their own copy of the rules at the table; expect this, and consider not letting someone without rules play a prepared spellcaster unless you have a rulebook you can hand them every five minutes. (Again, rebuild.) Then I ran the quest using no secret rolls, but described where secret rolls would/could be used. We had a nat 20 and a nat 1 come up as the first two rolls (both to Recall Knowledge), so I got to explain those. Explained things as they came up, rather than in advance. I'll do a lot of things differently at our Convocation event in a couple of weeks, where we're running a bunch of these... I think it's better to let people select a class/race and then help them build a "pre-gen"-like character so they can play and try it out. More people needed to learn the rules, rather than the details of character generation. Making some decisions for them in the interests of time, and then letting them change it later, is a good idea. I'd like to hear other ideas - any GenCon experiences that help?
Hi folks, I saw there wasn't a thread for this scenario... hopefully it's because it's just so well-written that there's no need for any additional questions! :) But it could also be because it's so free-form that it's too confusing, or that no one is running it. I know I learn a lot as an author from reading all the GM threads on my own (and other peoples') scenarios, so I figured I'd start this up and ask a few questions for my own edumacation. credit where credit is due:
Thurston and John cooked up this idea and all the parameters, and then Thurston did some great development work on my somewhat confused turnover with lots of options. So, do people find they are selecting various traits that fit the existing NPCs, or rolling randomly? Obviously each option fits a given NPC better than others - are there enough NPCs to make this re-playable without feeling repetitive? Additional encounter locations would have been nice, I'm sure, but hopefully there's enough variation within the personalities that even a repeated encounter should feel new. Is there anything in the situations that strain credulity too much, or just doesn't flow at the table? This is the first full-on repeatable I've worked on, so anything people can share about how it's working or not would be appreciated.
Hi folks! I'll be running my scenario Death on the Ice as part of the Outpost II play-by-post convention! I'm not taking sign-ups here, all of that is through the event which you can find here. Players who are signed up, go ahead and dot in while I get everything organized.
I just checked in on my PCs, and it seems that many of the recent issues with the reporting system have been fixed. My PC profiles now show GM and Player credits, and you can now see your Fame score in the main list of characters without having to open up each profile. (Sorry I'm I'm late this this party, I hadn't been looking at the stuff recently at all.) THANK YOU to whichever goblins were involved in this!
I have a group of kids who want to learn to play, and standard PFS isn't the best venue for it. (We need to run only 1-2 hours at a time, during non-bedtime hours.) On the surface, a campaign-mode module, run a couple of hours at a time at my FLGS, seemed like the best choice to do this within PFS. In addition, I foresee some kids wanting to continue to play together as a group, playing official PFS but not joining the night-time adult groups. It got me thinking about the proper way to handle youth-only* games under PFS. I checked in with my V-C and she flagged that there have been offline discussions about youth games, and also said that Pathfinder Academy hadn't been released publicly yet. Other than that, there don't seem to be any rules regarding youth-only games. Can anyone provide an update on the status of Pathfinder Society Academy, or any other rules/discussions about youth games under PFS? I don't want to have to un-teach some rules to kids if there is policy imminent. Thanks! * youth-only: We've had lots of kids come out with their parent(s) to regular PFS, but because of the speed and information overload, many tend to just defer to their parent. Putting a group of youth peers together is likely to be a better situation for them to develop as players (and hopefully, into a GM at some point!)
I find myself with a double room booked at the Doubletree, but my regular Winnipeg crew has all opted out of the annual pilgrimage to PaizoCon (well, except Thursty, who is staying with his new bosses). I'm looking for at least 1 person who needs a room and is willing to help defray expenses a bit... PM me and we can work stuff out. Given the late date, it will be a pretty good deal for staying at the Con hotel.
Hi folks! I'm one of the GMs who will be running this scenario in this slot - really looking forward to meeting a bunch of you! If people check in here, we can do some pre-mustering into subtiers to save time at the event. This is a great scenario, with some good investigation as well as a nice mix of combat. Post your preferred subtier and whether you want a Core or Regular campaign table, and we'll get it figured out. See you in Seattle!
Hi folks! I am one of the GMs assigned to run this scenario during this slot. For those who haven't played, it's an evergreen with a bunch of different options to make it different each time. If you're playing in this slot, we can try to pre-muster tables of similar subtier and avoid repeating any of the options people have already played. Check in with your preferred subtier, and also what parts you have already experienced (in spoilers, please!) so we can give everyone the best possible time at the table. See you in Seattle!
Here we go! Take a look at my profile page for some links on typical play-by-post styles, if this format is new to you. Vailic:
20 Rova, 4711 A.R.
The streets have been busy, but the day has brought few customers. Most of the out-of-towners are here for the Swallowtail Festival, and aren't looking for any magical components or scrolls. Perhaps alchemist's kindness will sell the morning after. Your partner, Dominic, finishes the entry in his logbook and closes it with a heavy sigh. "You know, maybe we need to diversify... there just aren't enough wizards in Sandpoint to cater to. Maybe if we spent more time on the fireworks, and less time on the written materials...? He trails off, the same way he does every time he raises the issue. Dominic is a good partner, but he's also a good friend, and won't push you too hard. Besides, things aren't that bad, yet. You almost made the rent last month, and if that Chelaxian hadn't stiffed you with silver coins dipped in gold wash, you would have even made a profit. In the back, young Eadwig bumps into the wall again, watching the crowds out the window when he should be sweeping. "Ed! Pay attention!" Dominic groans. "I don't want another disaster like last month! Sweep up, and then you can go and check out the crowds." Eadwig seems to notice where he is for the first time, and smiles, a big friendly smile that drives young ladies into fits of giggles. He spins the broom around like a baton, grins again, and goes back to sweeping the floor. The crowds are building, especially across the street at the Rusty Dragon, a popular watering hole. You should probably cover the windows with the storm shutters tonight - the weather seems fine,
Casca & Zeldanna:
20 Rova, 4711 A.R.
After a long day on the road, you are very glad to see the village of Sandpoint appear ahead. Over the past hours the road has become almost crowded, with farmer's carts, the occasional rider, and even a brilliantly-painted circus train all sharing the route towards the Light of the Lost Coast. You recall the old farmer you passed a few hours back, and his tale of goblins and demons and who knows what else that lives up on the Devil's Platter, the high bluff of rock that lies just south of the road. Yet nothing attacks you as you pass the strange high hill, and soon the foreboding is erased by the sounds of a friendly village preparing for a festival. The road turns south, leading to Sandpoint's North Gate - an overly-detailed name, since it is the only part of the town that is walled, and so it is the only gate. A steady stream of people pass through the large wooden doors, held open by a pair of bored-looking guards leaning against them. The guards seem to ignore most folks, although they do seem to stop those in traditional Varisian costume and ask them a few questions. The guards don't even glance at you as you pass within the walls and enter Sandpoint. Immediately ahead is the White Deer Inn, a three-story building with a raucous common room. ON the left along the wall is a cemetery, but the main attraction is the new Sandpoint Cathedral. A massive stone edifice with amazing stained-glass windows, the Cathedral seems out of place in as rustic a place as this. Still, obviously someone feels the town merits such an architectural marvel, and you look forward to the opening tomorrow morning. You've heard that the Rusty Dragon is a good inn, if a bit rough; the White Deer is usually more formal, but with the number of people already in its common room, you wonder if there will be any places to stay at all. It's about 2 in the afternoon; tell me what you'd like to do for the next hour or so at the least. Also, check out the links at the top which lead to a Google Docs site that will have maps, handouts, etc.
I picked up some Hirst Arts Egyptian molds and cheap plaster, and made a 3d version of the Tomb. Since this section is PFS-sanctioned, I have run it three times already, which makes the time spent more worthwhile. Total cost about $100 including molds, plaster, paint, etc. The minis I had. Total time: casting the bricks takes a long time because each batch needs to dry, but I did 2-4 batches a night while doing other things. Assembly and painting was only a few hours, following the directions on the Hirst Arts site. I had to take some liberties with the 45-degree angles, and also stopped building full doorways and walls as I went on - unless you have a low table, it's hard to play in the narrow spaces when the walls are up. Many of the walls were designed to be removed during play to clear sightlines. If you haven't done 3d stuff before, it can really help to set the flavor for this AP. Even just a few bricks and props on your map looks great.
This is for the old-timers out there... Does anyone recall when it became no longer legal to replay a scenario for credit, as long as it was with a PC of a different faction? Was it at the end of Season 2? Auditing a PC for Seeker-level play, and I have a couple of GM credits from the same scenario on two different PCs. Reporting system shows them both as legal, without a "PC has already run this session..." flag, but I want to make sure all is correct.
We're running 8-10 tables of the season 7 specials on Friday as the kick-off of our Convocation three-day event. (Many of you could make it to Winnipeg, Canada, if you left now... still a few spaces left... we also have the Season 8 multi-table interactive on Saturday...;) I've re-read the Guide 8 text several times, and it is completely clear to me that the entire section on pages 6-7 applies to the level 1/4/7 pre-gens, and doesn't consider the scenario-specific pregens at other levels. You can't follow those rules unless you first "Choose one of the pregenerated characters available in Community Use Package: Pathfinder Society Pregenerated Characters", and the rules for resolving death don't work unless the pregen is at level 1, 4, or 7. (For Serpent's Ire, most pregens are level 8, one is lower level, and one has no character levels at all.) I suggest that, until new rules come out governing the pregen credit rules for Exclusive scenarios, that we default to the rules from the previous season's guide. This is the only thing that I can see which allows for consistent application of rules until this gap is dealt with, because it specifically addresses all pre-gens of all levels: PFS Roleplaying Guild Guide Version 7 wrote: If you play a non-1st-level pregenerated character, you choose one of your characters to assign the chronicle to at the end of adventure, and then apply the credit to your character as soon as she reaches the level of the pregenerated character played. You may not assign a Chronicle sheet earned with a pregenerated character to a character that was already at the level of the pregenerated character or higher. (Yes, I realize it violates the likely intent of the new pregen rules, but until those rules are clarified, they don't work for Exclusives.) Does this sound like a reasonably-defensible position? I really don't want the spectre of a possible rebuild in several months looming over these games.
Guide 8 wrote: Players are permitted to spend character gold to help a party member purchase spellcasting services such as raise dead or remove disease. This includes pooling money to buy breath of life or raise dead scrolls or potions for use in the game. First, I think that the list of consumables you can pool money for is exhaustive, since it doesn't use "such as..." language? Second, I'm guessing this means they can be purchased in advance, on spec of them being needed... What happens to these items if they are not used? Who owns them? The only solution that comes to mind is that they get sold back at half price and the money split between those who contributed (pro-rated based on how much they contributed).
Prepping this now - it's great to head back to this location, and I'm really looking forward to the flavor of this one. Wondering a few minor things (listed in order I came across them, not in order of importance): On the map of Azlant Ridge, what are the height differences on the excavated areas? On the Hill Country flip mat, what is the implied height differences for the cliffs along the path? On the map of Starwatcher Tor, at area C5, where exactly is the crack into area C12? There are some crack-like features on the map, but they don't really align with the location. On the Chronicle (which is awesome!), with the unique item, there are a number of check boxes. Is there an implicit order to the listing, as in you must check them off in order? I don't think so, as some of them list specific prerequisites, but I just want to confirm that someone could (for example) complete and check off box #2 or 3 without first completing box #1. Really looking forward to this one!
A Pathfinder Society Scenario designed for levels 1–11. At long last, the Pathfinder Society has reassembled the Numerian device known as the Sky Key. Initial tests suggest it is capable of projecting a location’s past into the present, allowing Society agents to peruse books from destroyed libraries and speak with echoes of long-dead heroes. Now that it has perfected the Sky Key’s controls, the Pathfinder Society is prepared to extract a slice of Absalom’s history and bring it into the present; however, there’s no telling what might be waiting inside—or who in the present might wish to wield the same power. Written by Crystal Frasier.
As you walk through the cavernous halls of the Grand Lodge, dozens of Pathfinders around you are abuzz with excitement. The Master of Swords, Marcos Farabellus himself, is making an announcement of major import to the Society this morning, and you have been invited to attend in person.o You make your way into the hall and find a seat along with hundreds of others. Marcos sits on the stage near the podium, chatting with a tall, heavy-set woman with a stern face. Her lacquered black breastplate and red cloak mark her as Chelaxian, and the buzz around you indicates that she is the new representative from that country to the Pathfinder Society, replacing Zarta Dralnenn who you see witting in the crowd with a scowl on her face. You are all sitting next to each other, so please introduce yourselves in character while I set the rest of the game up. We will begin as soon as everyone checks in.
You are stationed at the Grand Lodge in Absalom, awaiting assignment. After several days, you finally receive a summons to join Venture-Captain Drandle Dreng in his office. Arriving at the appointed hour of the afternoon, you are surprised to find instead a halfling in dark robes waiting for you in the outer foyer. "Hello, my name is Drel," he drawls in a thick Nidalese accent, stretching his name into three full syllables. "Venture-Captain Dreng was called away, and ask me to meet you. We will wait for all to arrive." Go ahead and describe your character's appearance and do any introductions you would like.
As you walk through the cavernous halls of the Grand Lodge, dozens of Pathfinders around you are abuzz with excitement. The Master of Swords, Marcus Farabellus himself, is making an announcement of major import to the Society this morning, and you have been invited to attend in person. Making your way towards the main hall, you wonder why you have been selected for something that sounds so important. The Pathfinder Society has been dedicated to the exploration of Golarion for over four hundred years, and you have but recently completed your training and been allowed to join their ranks. Some of you journeyed to Absalom, the City at the Center of the World, and studied for several years to reach this point; others proved themselves worthy explorers and were recruited or granted a field commission. It is always a mystery why agents are chosen for different missions, and this one is no different. You make your way into the hall and find a seat along with hundreds of others. Marcus sits on the stage near the podium, chatting with a tall, heavy-set woman with a stern face. Her lacquered black breastplate and red cloak mark her as Chelaxian, and the buzz around you indicates that she is the new representative from that country to the Pathfinder Society. You are all sitting next to each other, so please introduce yourselves in character while I set the rest of the game up. We will begin as soon as everyone checks in.
Recruiting a team of Pathfinders for this scenario. Regular campaign (not Core), level 1. Apply here with the character you wish to play. This is a roleplay-heavy scenario, and I am a roleplay-heavy GM. New to Play-by-post? Check out my profile for expectations and links for first-timers. New to the Pathfinder Society Organzied Play campaign? Head on over to the Pathfinder Society page and click on "Join the Society and create your character now!".
This is the discussion thread for 7-14 Faithless and Forgotten Part 1: Let Bygones Be. Thanks for joining! The following players are playing at this table:
We have a few new folks, so please be respectful and let other people play their characters. I have a few resources on my profile page outlining the way I run the game and providing some good resources. Please read them. :) When you've got your alias updated, head over to the gameplay thread here and introduce yourself.
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