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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() Ship Configuriation - (Fine with any, but have least "reference materials" for Akira)
Mission profile vote- (Like the versatility of multirole, but would be fine with any; top 3 ranked) Strategic and Diplomatic Operations 2
Will try to finalize PC in next 24 hours ![]()
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() I'm in: Step One: Species
Step Two: Environment
Step Three: Upbringing
Step Four: Star Fleet Academy Track
Choose One:
Step Five: Career:
Step Six: Career Events
Looks like I rolled K'Ehleyr. Let me see what I can come up with over the next few days. ![]()
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() I would be interested in playing if this doesn't fire. I missed the Recruitment earlier. I enjoy the game, having played a few times, though I have yet to see any of the new shows (starting with Discovery). I have "dotted and deleted" to keep track of this campaign to see any responses, but feel free to remove me if the game doesn't fire or if you don't need another player. ![]()
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() Game Master S wrote: Opening up a table. I'll take requests, but given the time of year, and that it looks like some of the mid level tiers don't have a recently recruited table. I'll throw 4-12: A Festive Operation out there. If a table fills enough to go live, I'll run it![/ooc] There does just so happen to be another mid level tier table open for recruitment and it just so happens to be A Festive Operation. But, as the scenario is such a delightful one and a repeatable, I see no reason not to buckle-in for some fun at both tables! ![]()
![]() I loved getting to write a scenario this season, but I also had some great times playing most of the scenarios mentioned above. Thanks to all of you fantastic authors for some memorable and awesome table experiences this past season. I am really looking forward to seeing the recurring NPCs that you created and the story threads that you’ve woven appear in the new season that has just begun. It was great working with Mike Kimmel. He will be missed, but I recently got the chance to play the introduction to the Year of Boundless Wonder, so his presence is still very much felt this season. I wanted to include a favorite "Mike Moment" in my write-up above, but wasn't sure how to do that without also including spoilers. Before submitting my turnover for PFS #3-09: The Secluded Siege, the final encounter went through a number of different variations and playtests where I tried various mechanics to make it challenging, but not too overwhelming for a gamemaster to run. After sharing several of my thoughts and alternative ideas with Mike, he noted the following regarding that final encounter: Spoiler:
"It’s pretty neat that we get paid to talk about the mechanics and logistics of humongous zombies throwing other zombies at people."
- Mike Kimmel I couldn’t agree more, Mike! Looking forward to your next addition to the Society and hope to have an opportunity to discuss more “mechanics and logistics” in the future! As for this new season of Society play... Bring on the Wonder! ![]()
Human (mostly)
![]() Unfortunately, I understand that GM Diaz is still dealing with health issues. I will be taking over the GM duties for this table and, unless GM Diaz is able to return before then, seeing this quest to completion. For me to assume GM duties, my PC Moe will have to drop out. I realize that time has passed and that the last post in Gameplay was awaiting on the player for Araal, who does not appear to have posted on the boards for sometime. So, before I take over, I want to first determine 1) how many players are interested in continuing and 2) how many active players we still have. If you are interested and wish to keep playing, please post. Likewise, if you would rather drop and take no chronicle sheet for this quest (allowing you to play it again in the future), please post here as well. Thanks. ![]()
Human (mostly)
![]() Aroha wrote:
You are correct. Aroha is fully healed and her shield is repaired. Bounties are run in adventure mode, which are not specifically designed for society play and don't require payment for the removal of any post-adventure conditions. However, even in scenarios and other regular society play, the Pathfinders cover such basics as regular healing and item repair. Aroha wrote: Finally, if I decide to make any purchases between games, do I need to report that to my next GM directly, or is it fine to just keep archives? Record keeping is required for society play. You are free to make any purchases in-between games, but you need to keep track of them. Generally, a GM will not ask you to list new purchases before a game, but they are entitled to do so and may ask to review a PC's character sheet and gear for a number of reasons. ![]()
Human (mostly)
![]() Welcome to PaizoCon 2022! This thread is for out-of-character discussion of a Play-by-Post run of a table of Starfinder Society Scenario: #2-19 Truth Keepers. Sign-ups for this scenario must done via the PaizoCon page on Warhorn, which can be found here. This is a Starfinder Society Scenario designed for levels 3-6. It has the Repeatable scenario tag. Game Start Date: Friday May 27, 2022 (I will post the initial briefing handout and beginning information at that time; I anticipate that the game will not begin advancing in earnest until after the live convention concludes.) Game End Date: Monday July 11, 2022 (PaizoCon requires that the table be completed and reported no later than July 12, 2022.) PLEASE NOTE: This scenario will be run in accordance with PaizoCon's mandatory timeline above, which is shorter than most tables run on these boards. To ensure completion within the required time, I will be modifying and using several play-by-post conventions to facilitate a quicker pace, intended to maintain player engagement and faster rate of play than usually seen on these forums. These conventions include: • Using block initiatives for all opponents with the same Initiative modifiers;
Even with these conventions, I anticipate that a posting rate just shy of once per day may be required to ensure timely completion. Please make plans accordingly. I realize (and expect) that real life will get in the way of the game at times and that adjustments will inevitably have to be made. Real life concerns, of course, must come first. Nevertheless, the more that can be arranged beforehand, the smoother the run and hopefully the more fun can be had by all. Chronicle Information
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Human (mostly)
![]() Welcome to PaizoCon 2022! This thread is for out-of-character discussion of a Play-by-Post run of a table of Starfinder adventure The Starfinder Four vs. the Hardlight Harlequin. Sign-ups for this scenario must done via the PaizoCon page on Warhorn, which can be found here. This is a Starfinder Adventure designed for four 4th-level members of the Starfinder Society who are looking to prove their mettle. Four pregenerated characters that are ready to play, with full stat blocks and backstories, are provided. Alternatively, players can create their own 4th-level characters using the Starfinder Core Rulebook and any of the PC races found in the Starfinder Alien Archive volumes. Game Start Date: Friday May 27, 2022 (I will post the initial briefing handout and beginning information at that time; I anticipate that the game will not begin advancing in earnest until after the live convention concludes.) Game End Date: Monday July 11, 2022 (PaizoCon requires that the table be completed and reported no later than July 12, 2022.) PLEASE NOTE: This scenario will be run in accordance with PaizoCon's mandatory timeline above, which is shorter than most tables run on these boards. To ensure completion within the required time, I will be modifying and using several play-by-post conventions to facilitate a quicker pace, intended to maintain player engagement and faster rate of play than usually seen on these forums. These conventions include: • Using block initiatives for all opponents with the same Initiative modifiers;
Even with these conventions, I anticipate that a posting rate just shy of once per day may be required to ensure timely completion. Please make plans accordingly. I realize (and expect) that real life will get in the way of the game at times and that adjustments will inevitably have to be made. Real life concerns, of course, must come first. Nevertheless, the more that can be arranged beforehand, the smoother the run and hopefully the more fun can be had by all. Chronicle Information
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Human (mostly)
![]() Welcome to PaizoCon 2022! This thread is for out-of-character discussion of a Play-by-Post run of an author's table of Pathfinder Society Scenario: #3-09 The Secluded Siege. Sign-ups for this scenario must done via the PaizoCon page on Warhorn, which can be found here. This is a Pathfinder Society Scenario designed for levels 5-8. Game Start Date: Friday May 27, 2022 (I will post the initial briefing handout and beginning information at that time; I anticipate that the game will not begin advancing in earnest until after the live convention concludes.) Game End Date: Monday July 11, 2022 (PaizoCon requires that the table be completed and reported no later than July 12, 2022.) PLEASE NOTE: This scenario will be run in accordance with PaizoCon's mandatory timeline above, which is shorter than most tables run on these boards. To ensure completion within the required time, I will be modifying and using several play-by-post conventions to facilitate a quicker pace, intended to maintain player engagement and faster rate of play than usually seen on these forums. These conventions include: • Using block initiatives for all opponents with the same Initiative modifiers;
Even with these conventions, I anticipate that a posting rate just shy of once per day may be required to ensure timely completion. Please make plans accordingly. I realize (and expect) that real life will get in the way of the game at times and that adjustments will inevitably have to be made. Real life concerns, of course, must come first. Nevertheless, the more that can be arranged beforehand, the smoother the run and hopefully the more fun can be had by all. Chronicle Information
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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() Lysle wrote: I have an interest in this as well. I would be bringing a new a brand new first level. The options I have been kicking around are: Fascili the Exterminator (Male human inquisitor of Desna 1) The Old Man of the Sea (Male undine druid 1) "Cracking" John (Male half-orc unchained barbarian (invulnerable rager) 1) Moe The Fighting Caydenite (Male human (Chelaxian) warpriest of Cayden Cailean 1) ![]()
![]() At long last, my scenario unleashing a multitude of undead beneath the Pathfinder Lodge in Sothis has finally clawed its way to the surface! I suppose that I could have mentioned it earlier, but the Osirians prefer to keep their dead under wraps. As for trying to recall how many undead are stuffed into this adventure, I too have lost count. Fortunately, undead are quite accommodating. No matter how many show up at a party, most remain eager to add more to their number. That artwork is topnotch and I am looking forward to bringing my PCs to tackle the other offerings! ![]()
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() Thanks for the kind words. I hope those of you playing 1-12 Burden of Envy and 2-12 Snakes in the Grass have fun. You have a couple of great GMs, so I am sure you are in for a treat. Obligatory Plug Time
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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() Qstor wrote:
Just post such in the NostalgiaCon thread, noting your table name and session number. ![]()
Human (mostly)
![]() At GM Nowruz's request, I have put out a call for a volunteer to cover this table between now and August 21, when the GM returns from holiday. Although we are in the final quest and GM Nowruz believes that the table will wrap before Gameday X even if the game does not progress until his return, the GM has asked for a fill-in in an effort to keep the momentum going and provide more concrete assurance that the table will wrap before Gameday. ![]()
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() We are looking for a volunteer to fill-in as GM for a couple of weeks on the final quest of a series run as part of PaizoCon. The GM is on holiday between now and August 21 and has requested a volunteer to fill-in and cover the table until he returns. The party has just begun the final quest of PFS #9-16: Fallen Family, Broken Name. Group composition:
If you are able to help out, please post here or PM me. Thanks! ![]()
Human (mostly)
![]() Zeldana Bordana wrote:
Putting on my VO hat, I don't think that the GM can simply skip ahead to the boss fight. The scenario must be "run as written", which includes the mechanical challenges and other encounters. A player always has the right to leave a table if they so choose, although, depending upon when they leave, the player may not get the full rewards/benefits of the scenario/quest. As this scenario has been reported, there may be some complications with this (so the ideal would be finish the quest pack out), but it can be done. If the GM wishes to leave the game (and there may be real life or other reasons for doing so), then he or she should contact a Venture Agent and see if the remainder of the game can be covered. I am happy to try and answer any further questions or discuss other options (to the extent they may or may not exist), if you'd like. ![]()
Human (mostly)
![]() @ Northern Dreamer - I don't mind a later start as I will be enjoying the fruits of your hard work while rolling a ton of virtual dice throughout the entirety of the con. Thanks for your efforts and service. Looking forward to a great con and a fun run at this table! I have a pair of brand new characters that I'd like to have play this particular Bounty (which I have played twice before) and was wondering if there was a general preference as to which to bring to the table. One is a serious, angst-ridden human champion and survivor of Last Wall. The last of a family line that has long-served the Knights of Ozem, Garrace just barely clings to his faith to Iomedae after having all that which he once held dear torn from him. The other is a comical and somewhat dark character, a dhampir barbarian that was, until recently, undead before being "cruelly afflicted" with the "curse of life" by a Pathfinder following the release of Tar-Baphon. Having served among the legions of the Whispering Tyrant for untold ages, the self-aggrandizing fool, Nangu, now finds himself rejected by the undead that he had long believed were his "friends". Finding his present existence fraught with the "pitiful fragilities and inconveniences" of humanity, he struggles to get by and make a place for himself in the world, particularly now that his "curse" has made many of his "former pastimes", such as pillaging and murdering, less inviting due to his being subject to exhaustion, pain, and mortality as well as their general lack of acceptance among other living beings (which he finds himself increasingly having to rely upon). ![]()
Human (mostly)
![]() This thread is for out-of-character discussions for a table of Snakes in the Grass being run for PaizoCon. Sign-ups must be done through the table's Warhorn page. Start Date & End Date: This play-by-post game will begin on May 28th and must end no later than 11:59pm (PDT GMT -07) on July 11th per PaizoCon rules. Game Expectations:
I reserve the right to bot players who do not post anything within a 24 hour period (48 hours over a weekend) and ask that each player provide botting instructions or authorize another player to bot their PC's actions prior to the start of the game. Also, for preparation of chronicles, those who have a seat at the table per Warhorn, please go ahead post the information below: PFS:
Then, please "Dot and Delete" in the Gameplay thread. Please note that, on these forums, I often run games under the alias of "GM Valen" and will be doing so on this run. Welcome to PaizoCon, whether this your first time in a Play-by-Post game or you are a veteran to these forums! I will do my best to answer any questions you may have and I look forward to sharing a table with you! ![]()
Human (mostly)
![]() This thread is for out-of-character discussions for a table of What the Helms Hide being run for PaizoCon. Sign-ups must be done through the table's Warhorn page. Start Date & End Date: This play-by-post game will begin on May 28th and must end no later than 11:59pm (PDT GMT -07) on July 11th per PaizoCon rules. Game Expectations:
I reserve the right to bot players who do not post anything within a 24 hour period (48 hours over a weekend) and ask that each player provide botting instructions or authorize another player to bot their PC's actions prior to the start of the game. Also, for preparation of chronicles, those who have a seat at the table per Warhorn, please go ahead post the information below: PFS:
Then, please "Dot and Delete" in the Gameplay thread. Please note that, on these forums, I often run games under the alias of "GM Valen" and will be doing so on this run. Welcome to PaizoCon, whether this your first time in a Play-by-Post game or you are a veteran to these forums! I will do my best to answer any questions you may have and I look forward to sharing a table with you! ![]()
![]() Gary Bush wrote: I am prepping this adventure and wonder how to handle a trap. My intent as the author was for the Fireball Rune to operate similarly to the Electric Lock Rune. The development team may, however, have a different response. I would adjust the text as follows: Description An invisible rune imprinted on a chest’s lock releases a powerful, fiery discharge. Trigger A creature touches the lock directly or with a tool. To me, it makes more sense for the trigger to by tied to the lock rather than a 20-foot sensor. The error was mine and I should have caught it when I revised the encounter. ![]()
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
![]() RobertTHEPerylous wrote: Ok, Trying this again. It may be too late for tonight's run of the scenario (with spoilers for an encounter): However, my intent as the author was for the Fireball Rune to operate similarly to the Electric Lock Rune. The development team may, however, have a different response.
I would adjust the text as follows: Description An invisible rune imprinted on a chest’s lock releases a powerful, fiery discharge. Trigger A creature touches the lock directly or with a tool. To me, it makes more sense for the trigger to by tied to the lock rather than a 20-foot sensor. The error was mine and I should have caught it when I revised the encounter. ![]()
Human (mostly)
![]() Hef cannot play in this scenario as that PC has a chronicle for this scenario already. (I knew that I had run at least one table with Hef before, but couldn't remember which one until the above post .) This scenario can still be played by Pete H. with another PC or, I believe, an 8th-level pregen for credit on another PC. ![]()
![]() Nefreet wrote:
When I've run the scenario, I try to play up the atmosphere of oppression and an ever-looming presence of overwhelming force to indicate that breaking curfew is a likely doomed to failure. If a player insists on having a PC sneak out, I remind them of the warning against doing such in the briefing. I have not had a table where any PC break curfew. However, if a player at one of my tables persisted, then I would absolutely let them go for it! A scenario provides a framework, but once you start running a table of PFS, the game belongs to you and the players--its now your collaboration. COLLABORATION DURING PLAY on page 483 of Core Rulebook wrote: When players throw out suggestions or come up with specific theories about the events of the campaign, they are telling you what they'd like to see in the game. If a player wants to throw out Stealth as a suggestion (even if it is not expressly contemplated in the scenario), then collaboratively work with them on a resolution. Now, since Stealth to Avoid Notice is a secret roll, I'd be tempted to just roll a die behind my screen and then announce to the PC, "Realizing that the Venture-Captain must have recognized that your particular skill set was just what was needed for this mission, you venture out into the well-patrolled streets. You calculate an inconspicuous route and artfully meld into shadows, moving so silently your passing is more like that of a wraith than a corporeal being. Even then, you manage only narrowly to escape detection from the patrolling guards, one which--a group of six--included a mage, casting detect magic at regular intervals. Fortunately, he just happened to be looking in the opposite direction as you snuck past his location." I'd make this announcement regardless of the actual roll. The rules lawyer in me says that this is technically still running the scenario rules as written as it does not contradict any rules written in the scenario. However, if I were to forego such temptation, I think it fair and reasonable to warn the PCs that avoiding notice of the patrols after curfew will be "very hard" and, if they wish to proceed, call for a Stealth check with the DC set at the level of the Subtier with an added "Very Hard" adjustment, using Tables 10-5 and 10-6 on pages 503 and 504 of the Core Rulebook. If you think adding the "Very Hard" adjustment is too harsh, particularly for a low-level adventure, you'd be well within your rights to simply set the DC at the level of the Subtier. The VC briefing expressly warns against going out during curfew and the first encounter with the guards highlights their capabilities and access to magical means to perform their duties. Therefore, I think the "Very Hard" adjustment is justified. ADJUDICATING THE RULES on page 484 of Core Rulebook wrote: If you're not sure how difficult a significant challenge should be, use the DC for the party's level. Based on this, I think setting the DC at the level of the Subtier is also justified. Of course, if you leave the resolution to a skill check, there is always the chance for failure. The possibility of failure is built into the mechanics of the game. The risks and rewards of the game are a large part of what makes the game fun. The Core Rulebook, and I believe organized play, leaves the choice of consequence up to the GM, but suggest that the resolution should be "negative", but allow the PC to "fail forward". RUNNING A SESSION on page 483 of Core Rulebook wrote: You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. ADJUDICATING THE RULES on page 484 of Core Rulebook wrote: When the PCs fails a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely. Creative Solutions in Pathfinder Society (Second Edition) Guide to Organized Play wrote: Rewarding the creative use of skills and roleplaying not only make Society games more fun for the players, but it also gives the GM a level of flexibility in ensuring players receive the rewards they are due. Imprisonment is a logical consequence of a foreigner being caught breaking the law in Xin-Edasseril as established in canon (so is death, but just because the Runelord is ruthless and harsh doesn't mean the GM must be and death removes any options of "failing forward"). It is also an expressly contemplated outcome of the scenario on page 19. I think it perfectly reasonable, if a PC were caught breaking curfew, to have the PC detained and to have Ellvard lead the guards that detained the PC. Then, one need just follow the scenario's outline of how to resolve the issue of detaining. The scenario presents ways a PC can avoid or get free of imprisonment/detention on page 18. To get free, the caught PC or another (surely word of an ally getting caught would make it back to the PCs, who are presumably looking for a lost agent) would either have to 1) pay a bribe to get the caught PC freed or present their own leverage to Ellvard to convince him to let the PCs go free. I think losing a single Treasure Bundle (which I would only note on the caught PC's chronicle) is a fair consequence and even that could be avoided if the PCs have already uncovered leverage against Ellvard to use. The mechanics of this "encounter" are identical to a written encounter in the scenario, so it shouldn't be too difficult to insert and, the "roleplay' aspect could even be waved. Just mark off that the PC lost a Treasure Bundle and move along. Under those circumstances, having the detained PC get a "reward" by like receiving some new, useful information while being detained, perhaps overhearing that Ellvard is "looking for an affidavit at the Ministry of Tithes for some reason" or that he "is rumored to have scammed the Runelord herself" or maybe, "That scammer, Fitch, is such a lousy forger--if I hadn't trusted his so-called 'craftsmanship', I'd be well on my way to Korvosa by now", provides a bit more "failing forward" and may offset any distaste over losing a Treasure Bundle or giving up some bribery material. If one doesn't want to be as punitive or to have a PC pay any bribes, I think it perfectly reasonable, if a PC were caught breaking curfew, to have the PC and/or the party, detained through the night and for two additional hours of the following day. Time is a factor in the scenario, so the loss of time is a negative consequence, but not an insurmountable one. I wouldn't impose the two hour penalty if such a detention would detain a PC past dawn on the fourth day for reasons that should be clear in the scenario. Yet, another perfectly reasonable alternative, if a PC were caught breaking curfew (and the table is particularly pressed for time, whether for the PCs in game or for the players meatspace), is to have Astrid "Garrla" Kallade lead the guards that detained the PC. Then, you have a number of viable options, depending upon time and roleplaying potential. Kallade could "inexplicably" let the PC go without explanation (adding some mystery). Kallade could "somewhat explicably" let the PC go with a suggestion that, if they wanted to improve their stealth, they could get some training with the Emerald Guard, who just so happen to be recruiting. Kallade could "more explicably" let the PC go, handing them a note when she releases them, which states only "Ready to Join". Kallade could, instead, get the PC alone in a cell to "interrogate" them, probing them about plans to get people out of the city, stressing the "time" and "place". This provides the most opportunity for roleplay and should really make the PCs sweat a bit. Then, you can have the captured PC Sense Motive, using the mechanics from the encounter. If you are pressed for time, just convert the "interrogation" whole cloth into the encounter at the Emerald Guardhouse, moving the encounter from the recruitment area to the prisoner processing area. This is failing forward at its forwardest and could then could play out something like this: A lone guardswoman, having ordered the PC(s) placed in solitary confinement after their detention, enters the cell and states, “It is a good time for processing prisoners.” She then leaves the cell.
Proceed with the encounter as written, but replacing "recruitment area" with "processing area" and "recruits" with "detainees". The PCs wait in the processing line behind other offenders caught for various offenses that evening, Garrla announces that those caught breaking curfew should remain at the back of the line. Once the PCs make it to the front of the line, Garrla points at her uniform and says something like: "I bet you weren't expecting to see a uniform like this when you decided to head out after curfew began. You might try to avoid the eye of the Emerald Guard, but I think there is a very good chance that you will see this uniform again one day soon. In fact, I am certain that I will be seeing you law-breakers again. What I don't know is the time and the place. Garrla continues to make talk tough, giving the PC a lecture, while emphasizing the words “time” and “place” until the PC provides some acknowledgment that she is their client. Proceed through the encounter as written. After Garrla hands the notebook to the PC, she could say something like the following: "Now, I am letting you off with a warning (or, if that seems too unbelievable: with a modest fine of 1 Treasure Bundle). Don't get yourself caught breaking the law again.” she says (after collecting any fine). Have Garrla state her last line and proceed through the encounter as written. If the PC fails the skill check, consider giving them a negative consequence and failing forward. One way of handling it could be to have Garrla punch the PC who is stopped, who then takes 1d6 points of damage (or, if that seems to violent: wags her finger at the PC), claiming the PC is a "poor criminal" before she releases them the following morning (or two or four hours later). Given all of the potential variations and the fact that the suitably of each is likely being dependent on additional variables, such as which PC was caught, what day of the scenario's storyline the PC was caught, the skills of the PC that was caught, the GM's willingness/ability to improvise, the preferences of the players, or how time remains in the scenario, it is not easy to come up with a single set of "catch-all" rules for how to resolve a PC caught breaking curfew. As it currently stands, the scenario provides many different ways for a GM and players to collaborate on handling the curfew issue. In my opinion, this makes the scenario more fun to run and more interesting to replay. One of the great things about PFS scenarios is that once a written scenario is "out in the wild" it really becomes a product of the table and the collaborative storytelling and creativity of those around it. Undoubtedly, the above is far more lengthy than your post seemed to have asked for, but I do help that you (and others) will find some of it helpful.
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