If you're feeling lucky you could probably make it "inside a water bottle" alcohol, but who knows what would happen if you get caught for being unsubtle or the most obviously turnt up in the room.
Actually, what is the table situation for the pre and post-con games? Are we going to be able to set up in one of the event rooms, or are we running things in our hotel rooms? Is there anything official that can be done to be sure there's a place with a handful of tables for early arrivals and late departures to play?
My guy and I got into Deepmarket Deception in the lottery. Yaaay! I told my guy the good news and he immediately said he had done the scenario already. Boooo! There are a million things to trade for in the trading interface and it is fairly overwhelming because we literally want to do just about anything else since he can't play for credit. Would anyone like to swap with us, or is there a way to straight-up give away the slots to someone else so we can sign up for something that's available? We aren't available to swap for anything in the Sunday 9-1PM or Friday 1-2PM slots.
Hello! I was wondering what the food situation looks like down at the hotel? Are there restaurants close by/willing to deliver, does the hotel have decent food available to buy, or should I be packing in a bag of meal supplies? I haven't been to a Paizocon since they moved to SeaTac, and my fiancee has metabolism problems and needs to eat regularly. If you have recommendations I would love them so I can put together our food plan for the weekend.
I understand why Tieflings haven't been chosen as a Core ancestry before. They weren't available in the D&D 3.5 PHB, and later D&D added them officially as a starting choice in 4th Edition. But Pathfinder has much better claim to Tieflings being a Core ancestry than D&D ever has. Golarion has had 100 years of the Worldwound spewing demons and corruption into the northern part of Avistan, and Cheliax has been under almost 100 years of rule under a Diabolist regime. Tieflings make a ton more sense because of all of the infernal and abyssal influence on the world.
I love goblins in Pathfinder, but I don't like the idea of them being available as a Core ancestry option. The test I use as to whether something is commonly available is whether or not a group of level 1 PCs all the same ancestry could walk into a town and go about their business. Now imagine a group of 5 level 1 goblin PCs attempting to walk into Sandpoint, or any other small village. They would immediately be met with attack because they are goblins, a chaotic and murderous species of fire-loving dog-and-pony-killers who tend to raid longshank settlements while laughing and chanting. The same would be true for a group of level 1 orcs, drow, kobolds, or hobgoblins. People living in the average settlement have a good reason to fear other people of these ancestries, and to shoot on sight when multiples come walking up the road.
If goblins were to be made a Core ancestry option it would take a significant amount of worldbuilding to make sense. However, I don't think this should be done because I believe that altering goblins sufficiently to fit into the world of Golarion as common allies of other humanoid ancestries would fundamentally change their nature in such a way as to destroy what people have come to love about them the most. Goblins as currently written are the creative and lovable embodiment of the human id; they do what they want, when they want, and if what they want to do is destructive or dangerous they do it anyway while making up songs and setting random fires.
I have played in "We Be Goblins!" three times and run it once, and every time has been drastically different from the time before. The reason for this isn't because it's a one-shot, it's because people are playing goblins, in all of their weird and crazy glory, in the adventure. Given permission to play as a monstrous, crazed psychopaths people stop analyzing the game-state in the same tactical way as they do playing their regular PCs and start being truly creative in ways they normally never would. From Poog failing to ride Squealy Nord and then later spending 3 rounds riding Lotslegs to prove his faith to Zarongel, to Chuffy drinking his Potion of Jump and leaping from the top of the ship's stovepipe 30 ft and falling down 20 to land on top of Cuddles and kill it, to Reta saving the bee's nest after the trap was disabled and later throwing it at Vorka during a surprise round; the players in the games I have been part of have all chosen to ignore tactically sound choices in favor of doing whatever crazy thing comes to their mind first - as a goblin truly would. So what if Poog got burned because Mogmurch was bombing Lotslegs, or Chuffy took enough damage to pass out, or everyone got stung because Reta threw the hive into a room everyone was in? They were goblins and that was the point.
Turning goblins into Core PCs will destroy them by making them banal and mundane. Playing a goblin should be a special opportunity for role play, not something that is available as a standard option. You might as well hand these goblins dual scimitars, because they are all from a traditionally evil culture who have left their people to find their place in the world of humans. Please, let the goblins be goblins and print them as a player option in whatever expanded ancestry book 2E gets. It's where they belong.
I, too, would love to Kickstart or Print On Demand this item. I would even happily pay more for a set without a box or stands. I had this on my list of things to pick up eventually, but it wasn't a priority because I wasn't in a game the past couple of years. Now that my fiancee has started running two it has become one of the items I have been searching for the most. I've even tried ordering a German copy from Thalia.de, but they don't ship to the US.
I'm going to be GMing "Master Of The Fallen Fortress" for Free RPG Day this Saturday, and I have no idea how many people I will be running it for. Since I'll be running it at Green Lake Games in Seattle, and Paizo Con will be happening at the same time, and metaphorically down the street, there's a good chance that many of the people who would be interested in the module will be there instead. Looking through the module, it seems to be weighted for 4 players. I am a fairly new GM, so I would like some advice on scaling the encounters up to six (hopefully) and down to 2 (possibly).
Here's what I have so far (using the d10 Encounter Calculator for refrence):
Fair warning, there will be spoilers ahead. Those of you who will be playing "Master Of The Fallen Fortress" this Saturday who can't refrain from metagaming shouldn't look ahead. Just sayin'.
Room 2) Spider's Lair (Challenging Encounter for 4)
Room 3) Shocker Pet (Very Difficult Encounter for 4)
Room 4) Armory (Challenging Encounter for 4)
Room 7) The Temple of Nethys (Challenging Encounter for 4)
Room 8) Chamber of the Frog (Challenging Encounter for 4)
Room 9) Barracks (Very Difficult Encounter for 4)
Room 10) Tulok's Room (Challenging Encounter for 4)
Room 12) Top of the Tower (Very Difficult Encounter for 4)
And yes, I got my copy early to prep. Neener neener neener! =P