Sessions will take place over Google Slides using Discord for voice communication. Time slots are a work-in-progress but it's worth noting that I'm based on the West Coast and normally work remotely from 9-6pm during weekdays. I'm open to playing more regularly if it works for everyone's schedules but I'd expect to meet once a week for 4-8 hours.
Other items worth noting:
* As mentioned in the subject header, this game will be for PFS2 organized play credit. If you've never played PFS2 or are not interested in PFS2, please don't let that scare you away. We'll be playing this AP as if it were a normal home campaign. The sanctioned play credit is just a bonus for those that want it.
* I will be using this campaign as a test bed for some house rules I've been experimenting with. I'll post them in this thread as I put them to paper. I expect the house rules to come and go as we make our way through the AP but I promise not to spring them on you.
***
If you read all that and I haven't scared you off, feel free to post your interest in this thread. Please include the following.
1) Your time zone.
2) What days/hours you're available to play.
3) What level of experience you have with PF2. Don't let this one scare you off either. Part of testing the effectiveness of the house rules I'm experimenting with is having players with a broad range of experience.
4) What class/role you'd like to play. I don't need details here. I expect this to change once the players are selected and the party starts to form.
I've seen a couple threads about this Feat but I haven't seen any definitive interpretations.
Quote:
You apply a poison to the required weapon; if you're not holding a poison and have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.
You spend the action to apply the poison. You attack and miss. Is your weapon still poisoned?
There's some conflicting wording in the feat that makes the answer unclear.
Quote:
You apply a poison to the required weapon; if you're not holding a poison and have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.
This suggests that the poison only applies on your next attack.
Quote:
You apply a poison to the required weapon; if you're not holding a poison and have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.
This suggests that the poison lasts until you hit, the end of your next turn, or you critically miss whichever comes first.
The entry for Shoanti Animism in Gods and Magic is great but seems to be missing information for some critical game mechanics. There's no domain, divine skill, favored weapon, etc. Those omissions might be intentional but that seems counter to the direction PF2 has taken toward non-deity forms of worship.
Based on the detailed breakdown for each Quah, I get the impression each one was supposed to function as it's own 'deity'. Was this information left on the cutting room floor?
Late afternoon light pours in through the windows of the meeting room in Galt’s Woodsedge Lodge, and the smell of freshly baked pastries wafts in from the kitchen. Venture-Captain Eliza Petulengro sits at the head of a polished mahogany table in front of tall piles of papers.
She clears her throat. “I’m glad to see that all of you made it here safely. My name is Eliza Petulengro. And what are the names of the agents who answered my call today?”
Please include a brief physical description alongside your introductions.
Myself and a couple friends are strongly considering bailing on the banquet this year. We’d like to have some drinks and get a game together instead.
Anyone else out there in the same boat? We’re looking to play Daughter’s Due or On Seven Fingered Sails but we’re flexible. If someone is down to GM, we’ll cover your drinks!
If anyone is without an event Friday afternoon, myself and a couple friends are headed into town for a bank heist and we could use a fourth (or potentially more). The game is at 4:15pm but we’re supposed to check in ~15 minutes early for the usual legal rigamarole.
If you’re interested in joining us, post a message here or PM me.
My flight home isn’t until Tuesday. Is anyone else sticking around that might be interested in putting a PFS pickup game together. I haven’t played much season 9 but I’d be down to GM almost anything else.
Please get your profile as up to date as possible.
In addition to the standard stuff (PFS#, character#, day job roll, etc), please link me whatever item tracking sheet(s) you're using for tracking your character's purchases/gear.
Below is the list of the content I'm up for running.
Pathfinder Society Scenario #8-25: Unleashing the Untouchable (12-15)
Curse of the Crimson Throne: #5 Skeletons of Scarwall (13-15)
Hell's Rebels: #4 A Song of Silver (12-14)
Hell's Rebels: #5 The Kintargo Contract (13-15)
Iron Gods: #5 Palace of Fallen Stars (13-15)
Serpent's Skull: #5 The Thousand Fangs Below (13-15)
Tomb of the Iron Medusa (13-15)
Curse of the Crimson Throne: #6 Crown of Fangs (16-18)
Giantslayer: #5 Anvil of Fire (14-16)
Giantslayer: #6 Shadow of the Storm Tyrant (15-17)
Hell's Rebels: #6 Breaking the Bones of Hell (16-18)
Iron Gods: #6 The Divinity Drive (15-17)
Jade Regent: #6 The Empty Throne (14-16)
Serpent's Skull: #6 Sanctum of the Serpent God (16-18)
Sound off with what you'd like to play. My initial suggestion would be to quote this post and cut out what you don't want to play if your interest is broad.
A gnarled beggar passes you in the street, begging for coppers. His grimy fist clutches a crinkled piece of paper, which he deftly slips into your palm before disappearing back into the throng of longshoreman, merchants, stevedores, and other pedestrians.
The Note wrote:
Join me for a few pints of the devilfish-head grog at the Saucy Wench. Sundown. Come ready to travel.
-Osprey
The Saucy Wench is one of the few permanent structures in the Grand Bazaar in the Coins District of Absalom. It is a four-story mead hall of ill repute and one of the famous seeker’s favorite places to disseminate secretive orders from the Society to its member Pathfinders.
You find Osprey sitting in the far corner on the first floor, his stubble-covered chin the only visible feature jutting from the shadowed cowl of his worn leather cloak. Seated with him are a handful of other Pathfinders.
Feel free to post a brief description of your character with your intro.
You have been called to the Grand Lodge of Absalom for a briefing. Seated in a small chamber around a darkwood table, various trophies gathered from across the face of Golarion hang from the walls. A monkey-shaped mask with a serpent’s tongue glares out from the center of one wall, a strange halberd with gold rings piercing its thick blade and dragons carved along its haft hangs opposite the monkey mask. You are alone save your fellow Pathfinders, who apparently have been called here for the same purpose.
Feel free to post a description and brief introduction when you dot.
It's a ways off still but this is a recruitment thread for PFS scenario 4-12 Refuge of Time. This is a levels 7-11 scenario.
Blurb wrote:
In the ruins of a fallen empire built on the power of sin lies the key to awakening a great evil from a time long gone. The Pathfinder Society isn't the only organization seeking this potent artifact, however, and the result of failure could mean disaster for the whole of Varisia and beyond.
Anyone can join (with a pregen if nothing else). If you're interested and think you can maintain my posting expectations (1-2 posts per day minimum, you're welcome to sign up here.
DEFENSE:
AC 18 (+3 Dex, +3 Studded Armor, +1 Buckler, +1 Dodge Deflection)
AC 17 When not employing Buckler
Touch 14, Flat-footed 14
CMD 16
HP 10, current 8
Fort +2, Ref +5, Will +1
Class Features: Favored Enemy (Evil Outsider), Track +1, Wild Empathy +3
Languages: Common, Elven, Sylvan
Favored Class: Ranger plus one additional (half-elf, multi-talented)
TRAITS:
Conspiracy Hunter: +1 trait bonus to Sense Motive, it is always a class skill.
Reactionary: +2 trait bonus to Initiative Checks.
Scholar of the Great Beyond: +1 Bonus to Knowledge (History and Planes). Knowledge (Planes) is always a class skill.
Sordello was born to a human mother Myranne, and an unknown elven father. Myranne lived as a courtesan in Westcrown, leading a very secretive and dangerous life. While she never confided in her son about the specifics of her activities (to keep him safe), it was evident to Sordello, even at a young age, that she was involved with something much bigger than herself. She was a loving and supportive mother when she could be, but there were quite a few dark memories of fleeing into the night, ahead of some unknown danger, just to relocate and start anew. The constant tension and vigilance led to Sordello’s quick reactions and sharp senses.
Myranne was also constantly worried about the potential danger of devils, as they seemed to be a particular menace that Myranne continuosly warned her son about. Her warnings fed his young imagination and he learned all he could about evil outsiders and the diabolical history of Cheliax as he grew up. He was certain that somehow, his mother’s life was caught up in the dealings of the devils, likely in such a way that would not curry any diabolical favor.
While busy with her mysterious life, Myranne would often leave Sordello with friends, including an old human bard named Seldar the Greentongue. Seldar was the closest thing Sordello had to a father, so Sordello prepared to follow in his mentor’s footsteps (hence the favored class and perform skill).
That all ended one black night, when Sordello was 15. Death came calling and his mother was not fast enough. A large winged, scaled terror attacked their small flat. Myranne begged her son to leave while she held it off. He ran and never saw her again. He was harried throughout that night by superhuman forces, surviving only due to his remarkable skills at stealth. The next morning, Sordello attempted to get help from the local watch, but the entire attack and murder of his mother had been covered up by the local watch, likely with orders from higher. Shortly after trying to get help from the Guard Captain, Sordello was walayed by a pack of Dock ruffians, an odd coincidence. Angry at the city government for the cover up and worried that he was now being targeted, Sordello fled.
He met a stange elf named Levarius, who offered to help. Sordello left Westcrown with Levarius, and spent the rest of his adolescence living in seclusion among the elves in Barrowood. He never fit in there, and spent most of his time in seclusion with Levarius, learning the ways of the ranger. He still studies and hopes to perform some day, but there are too many questions unanswered. Having passed his right of passage among the elves, he is now setting out on his own. There are unanswered questions in Westcrown, something big, something evil, something that killed his mother.
APPEARANCE:
Sordello has a slightly dark complexion, ruddy blonde hair, and slate grey eyes. He currently dresses in plain but sturdy traveler’s clothes, with the greens and browns of a woodsman. He is quick to make small talk but slow to say much of note. He has quick eyes and gracefull movements. Oddly, he has a way of simply not being noticed, even when he is right there. He’s easy to forget, just another traveler in a busy world. He is 6'1" and weighs about 175#.