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Goblin Squad Member. * Pathfinder Society GM. 44 posts. 2 reviews. No lists. 1 wishlist. 27 Organized Play characters.


Grand Lodge

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Hey all - easing into running 2e and this came up in running the intro scenario for PFS2 a few months ago. So tried to get clarity and posted to the forums, but will repost here to see if we can shoot holes in my assumptions. So does the below make sense? NOTE on secret rolls - I run 2e with PCs rolling 10d20 rolls for their secret checks, and have a list of Perception pluses and likely skill pluses to add to roll. And roll d10 to randomly pick what d20 roll to start from (so PCs do not know if all first rolls were good to trust any checks early in session) Post > https://paizo.com/threads/rzs42sb4?Hazards-Summary#1

Hazard and Haunts

Hazard Regular-No Minimum Proficiency Rank
To Detect – Enter General Area - Secret Perception vs Traps Stealth DC
Understand how to deactivate – If Detected with Perception, then Known
Disable – Use listed Disable DC checks or Attack/Smash

Hazard Regular-With Minimum Proficiency Rank
To Detect – Enter General Area – Must be using Search Activity or Search Action, and must have listed proficiency or higher. Secret Perception vs Traps Stealth DC
Understand how to deactivate – If Detected with Perception, then Known
Disable – Use listed Disable DC checks or Attack/Smash

Hazard Magic-No Minimum Proficiency Rank
To Detect – Enter General Area or Range of Detect Magic – Secret Perception vs Traps Stealth DC or Detect Magic
Understand how to deactivate - If Detected with Perception, then Known; If Detected with Detect Magic, use Identify Magic or Recall Knowledge
Disable – Use listed Disable DC checks or Dispel Magic

Hazard Magic-With Minimum Proficiency Rank
To Detect – Enter General Area – Must be using Search Activity or Search Action, and must have listed proficiency or higher. Secret Perception vs Traps Stealth DC, Cannot be found using Detect Magic
Understand how to deactivate - If Detected with Perception, then Known
Disable – Use listed Disable DC checks or Dispel Magic

Grand Lodge

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in re-reading and looking at the Hazard stat block descriptions - the only situation you would have to determine how/what to use to disable a hazard would be a magic trap found with detect magic. Also in review a mechanical can be disabled with an attack/smash that I did not list. So let me know if you think this revised works:

Hazard Regular-No Minimum Proficiency Rank
To Detect – Enter General Area - Secret Perception vs Traps Stealth DC
Understand how to deactivate – If Detected with Perception, then Known
Disable – Use listed Disable DC checks or Attack/Smash

Hazard Regular-With Minimum Proficiency Rank
To Detect – Enter General Area – Must be using Search Activity or Search Action, and must have listed proficiency or higher. Secret Perception vs Traps Stealth DC
Understand how to deactivate – If Detected with Perception, then Known
Disable – Use listed Disable DC checks or Attack/Smash

Hazard Magic-No Minimum Proficiency Rank
To Detect – Enter General Area or Range of Detect Magic – Secret Perception vs Traps Stealth DC or Detect Magic
Understand how to deactivate - If Detected with Perception, then Known; If Detected with Detect Magic, use Identify Magic or Recall Knowledge
Disable – Use listed Disable DC checks or Dispel Magic

Hazard Magic-With Minimum Proficiency Rank
To Detect – Enter General Area – Must be using Search Activity or Search Action, and must have listed proficiency or higher. Secret Perception vs Traps Stealth DC, Cannot be found using Detect Magic
Understand how to deactivate - If Detected with Perception, then Known
Disable – Use listed Disable DC checks or Dispel Magic

Grand Lodge

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It has always come down to a GM call for us. The crack at the bottom of poorly made doors or large doors it would allow the eye to go under the door. If the doors are well made, then there is less than a 1" gap and the eye will not pass.

Grand Lodge

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Very Nice - I've been waiting to get my hands on some Hounds and these look great!

Grand Lodge

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Your message is coming through clearly and your use of English is fine.

I agree that the organization of the data given could help in the scenario prep and especially the scenario play. Where information about the stuck door to be given first or that optional monster placement not be at the end of the room description.

The optional encounter info and 4 PC adjustments need to be on the same page as the room.

Grand Lodge

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Irish202 wrote:
Hello! I had noticed that the module was made PFS-legal, and ran the first level for our local PFS group. I went to report the session, and the module does not appear amongst the options for available scenarios/modules. Is this something that will open up later for reporting?

Any word on when the modules will be available to select on the PFS session creation page?