7 people marked this as a favorite.
|
It's just been brought to my attention that we did not correctly update the treasure table in the back of The Dragon Who Stole Evoking Day, and that the Guide does not include a chart that explains how we generate quest treasure.
Since a quest grants 1/4 of the XP of a standard scenario, it also grants 1/4 of the scenario max reward for that level. So the treasure chart in the back of the scenario should say:
Level — Reward
3 —— 9.5 gp
4 —— 16 gp
5 —— 25 gp
6 —— 37.5 gp
4 people marked this as a favorite.
|
This scenario has some significant decisions in it. I'm not putting any spoilers in because the scenario's not out yet, but you'll know what I mean when you see it, and I need this thread to exist to reference it on the Chronicle sheet :). What did your table do?
1 person marked this as a favorite.
|
Hi folks! In case you missed it in the description above, this is a Pathfinder Second Edition version of Reaping What We Sow.
Players of all ages are welcome! You don't need to know anything about Second Edition to play. I'll bring a batch of 1st level pregenerated characters to choose from, as well as dice, miniatures, paper, and crayons. All you need to bring is yourselves :)
Please note that any children 12 or under participating in this game must have a supervising adult present during the entire session.
1 person marked this as a favorite.
|
Spoiler warning. Please don't read this thread if you are planning to play this scenario but haven't yet.
In the Rasping Rebirth, PCs can make a rather momentous decision.
I'm curious how many characters went for it :)
3 people marked this as a favorite.
|
7 people marked this as a favorite.
|
Hi all! Here's the list of maps that appear in this adventure.

8 people marked this as a favorite.
|
Hi all! We’ve updated the Pathfinder Society Roleplaying FAQ. The update focuses primarily on clearing up rules surrounding companion creatures, but it has a few other bits too.
Here’s a summary of the changes:
*Added a question to address how to calculate rewards for quests.
*Modified the answer to the question about how poisons work. Some characters have an ability to apply poison without poisoning themselves that is not called poison use. Those characters may now also purchase poisons that are not listed on a Chronicle sheet.
*Described the function of fitting armor in Pathfinder Society.
*Provided rules for buying Tiny size equipment.
*Stated that a character’s money does not encumber them and clarified rules surrounding the encumbrance provided by treasure found in the course of an adventure.
*Answered a variety of loose questions surrounding companion creatures, such as which animals use exotic saddles, what to do with barding if your animal companion grows, and how to get an animal companion to drink a potion.
*Updated the entries on weapon, armor, and magic item use for companion creatures and familiars. The changes to these entries are designed to clear up some corner cases and allow for the use of more magic items. There a are a fair number of tweaks here, so I recommend reading these entries in full, but here are a couple of highlights.
**Class-granted mounts always gain a saddle slot. Creatures with a saddle slot can wear magic items in that slot without taking a feat.
**A familiar can wear magic items in its armor and neck slots without taking a feat, as long as its body shape is eligible for these slots.
I’d like to specifically thank Lau Bannenberg for his help. After the previous companion creature FAQs came out, he offered to help organize the lingering questions from the forums. I took him up on his offer, and he compiled a 10-page document listing all of the remaining questions regarding companion creatures and suggested answers. That document was the roadmap for the discussions that led to this update.

11 people marked this as a favorite.
|
Thank you to everyone who has been asking questions for the FAQ! We have some new updates today, with several others on our list to tackle after Gen Con.
We've posted updates to the familiar FAQ entry regarding familiars, weapons, and magic items, and added a new entry that answers similar questions for animal companions. We've also made updates to the following entries.
What do I need to bring to a game to use material that is not from the Core Rulebook for my character?
A receipt from a game store counts as proof of purchase, in the same way that a screenshot from your My Downloads page does.
How do poisons work in the Roleplaying Guild?
We've opened poison crafting to more characters. Characters who can purchase and use poisons may also use Craft (alchemy) to produce poisons that are legal for them to purchase.
How do alchemists and investigators craft in the Pathfinder Society Roleplaying Guild?”
Alchemists and investigators may use Craft (alchemy) to craft items that they gain access to on Chronicle sheets as long as the Chronicle sheet does not limit to the number of times they may purchase those items.
Can my prepared spellcaster learn spells from another PC? What about gaining spells via scrolls found during an adventure?
Added the clarifying line "Between adventures, PCs can always find an NPC to teach them any spells that are legal for their character to learn."
Hello and welcome to Heroes of Lockhaven!
Mouseguard is a story-driven roleplaying game. If you want to succeed as a tiny, heroic mouse, you'll need to work together with your fellow mice in the Mouseguard.
Crayons, pencils, and paper will be provided, and you are welcome to bring your own art supplies as well for drawing and coloring your character. Other toys, stuffed animals, and food are also welcome, though I ask that no one brings food containing peanuts in case someone is allergic.
If any parents or kids have questions or comments for me, feel free to post them in this thread or send me an email at linda.zayas-palmer@paizo.com.
I look forward to gaming with you!
Hi all!
For the Out of Retirement adventure, I recommend Eternal Obelisk. I converted that one myself two years ago and have been refining it. It's different enough from the original adventure to be a new experience even if you played it in season 0 before it retired. It has some pretty cool features and a nifty Chronicle sheet. Let me know if that works for you guys. If not, I'm happy to discuss other options.
Hi! I'm looking forward to gaming with you all :)
If you have any questions for me, feel free to post here, send me a private message, or email me at linda.zayaspalmer@paizo.com.
Hi Pathfinders!
I've run a lot of tables of PFS, and I'm looking forward to the opportunity to give new life to an old scenario for a great group of players.
If you got this event in the lottery or from a trade, please list your three top preferences from the following list as a reply to this comment. I want to determine what scenario we'll be playing as soon as possible to ensure I have the necessary time to update it. If you got this event and are for some reason planning to trade it away, please don't post your preferences.
All Retired Scenarios:
The Asmodeus Mirage
Blood at Dralkard Manor
The Eternal Obelisk
Eye of the Crocodile King
Hands of the Muted God
In Service to Lore
Skeleton Moon
Stay of Execution
The Third Riddle
To Delve the Dungeon Deep
The Trouble with Secrets
A Vision of Betrayal
Something I forgot to mention in the event description: I know five hours is a really long time for some kids, particularly younger ones. I will break up the adventure into segments that are about an hour long. Please come at 9am to claim your position at the table. After that, you are welcome to play for as many as you want, and to head off for a break and come back later without losing your spot.

1 person marked this as a favorite.
|
David Montgomery, Venture Captain of the Boston Lodge, just earned his fifth star! And boy, did he earn it. I ran a survey of our lodge, and here are a few of the things that those of us who have had the good fortune to play at his tables had to say:
"David does a great job welcoming in new players and making the table fun for everybody."
"fun, fair and fantastic...he made me want to play more games."
"He rolled with the strange ideas we came up with and wove it into the story. He was one of my favorite DMs I've had. He is also kind and great to just talk to during down times."
"David's enthusiasm is infectious. He fosters a table environment where every player, new and old, feels welcome, and everyone gets a chance to feel that their character is awesome. His NPCs are vibrant, distinctive, and often funny."
Answers to a question asking for suggestions for David to improve as a GM:
"He could run more games"
"This is difficult, he's the model I try to base my gming on."
Well done, David! We at the Boston Lodge are lucky to have you!
Let's say your PCs have gotten themselves into a situation where they really need a 9th level cleric spell, say Miracle or True Resurrection. What's the next step? Just how hard is it to find a cleric with 9th level spells in Golarion?
Inner Sea Magic gives us Kaltessa Iyis, cleric 10 diabolist 10, who worships Mammon.
Rival Guide gives us Inaris Jerveel, Cleric 20, who worships Gorum and "often starts fights with others out of no other provocation than boredom."
Other than those two, who has 9th level cleric spells? I'd like to keep the feeling that 9th level spellcasting is special and difficult to attain; on the other hand, I would also like to introduce a few more options, preferably from casters of good or neutral alignment. What do you do in your Golarion to make high level divine magic attainable but special, and not just a commodity?
About Wits Fizzlewick
Wits Fizzlewick
Male Gnome Alchemist 4
CG Small humanoid
Init +2; Senses Perception +9 (low-light vision)
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 dex, +1 size)
hp 39 (4d8+12)
Fort +8, Ref +7, Will +3
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20'
Melee Light Mace +3 (1d4-1) or
Feral mutagen form: 2 claws +3 (1d4-1) and bite +3 (1d6-1)
Ranged Bomb +7 ranged touch (2d6+3 fire, 5 fire splash, 20’ range, DC 14 splash for half) or
Ranged Light Crossbow +6 (1d6)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 8, Dex 14, Con 16, Int 16, Wis 12, Cha 12
BAB +3; CMB +1; CMD 13
Feats Brew Potion*, Throw Anything*, Point Blank Shot, Extra Bombs
Skills (7 skills) Appraise +10, Craft (alchemy) +14, Disable Device +10, Knowledge: Arcana +10, Perception +10, Sleight of Hand +9, Use Magic Device +8
Language Common, Gnome, Sylvan, Elven, Draconic, Goblin
Special Abilities: +4 dodge bonus vs. giants, +1 attack vs. reptilians or goblinoids, +2 save vs. illusions, bomb 2d6 (9/day), mutagen (+2 Nat Armor, +4 to STR/-2 INT or +4 DEX/-2 WIS or +4 CON/-2 CHA,)Discovery: precise bombs (exclude squares from a bomb blast equal to INT modifier), Poison Resistance +2, Poison Use, Swift Alchemy, Discovery: feral mutagen
Possessions (180 gp) Wrench as light mace (5 gp), studded leather (25 gp), standard adventurer’s gear (25 gp), artisan’s tools (5 gp), artisan’s outfit, masterwork thieves’ tools (30 gp), light crossbow (35 gp), 20 bolts (2 gp), formula book, several small unmarked vials of disturbing smelling liquid, flask of vile liquor indistinguishable from other vile smelling vials, 2 silver earrings (worth 25 gp), 3 gp in pouch, portable alchemist's lab, cloak of resistance +1
------------------------------------------------------------------------
Extracts Known (4/2 per day): 1st - Cure Light Wounds, Disguise Self, Identify, Shield, True Strike, Comprehend Languages, Bomber's Eye
2nd - animal aspect
Description Wits is a short, plump Gnome with wild white hair and an untrimmed mustache. He constantly mutters to himself, frequently forgets to bathe and often is accompanied by odd chemical smells. He writes notes to himself, which he sticks in various pockets and then promptly forgets to read. When he’s not preoccupied with work he can be pleasant, even charming, but these moments are so rare as to be almost nonexistent. When Wits has taken his mutagen, he changes visibly, becoming more hunched and beast-like, his hair turning green and his skin taking on a bark-like aspect. When changed he tends to only speak Sylvan.
Background Wits grew up in Riddleport, but left under less than pleasant circumstances. Until recently, Wits was employed at the local glassworks in Sandpoint, producing exotic colors for custom jobs. At least he was until he absent-mindedly gave a workman a volatile chemical compound instead of the correct indigo dye… The workman’s eyebrows will recover, but his nose never will. Lonjiku Kaijitsu gave the gnome the boot that day, and Wits has regretted his lost career ever since and the lovely lab that it afforded him. Now he rents a single room over the Rusty Dragon, given to him at a discount by Ameiko, mainly because it annoys her father. He drinks more than is proper, and contemplates his options, which seem to be slimming daily.
Point Buy
STR 8 (0 pt -2 race)
Dex 14 (5 pt)
Con 15 (3 pt +2 race)
Int 16 (10 pt)
Wis 12 (2 pt)
Cha 12 (0 pt +2 race)
|