Marc Waters's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Character Sheets? WHy am I having trouble downloading them? Everytime I try, it redirects me to a page that says there is some sort of error. Does anyone know where I can get them? Wrath of the Righteous is what I am after.


So, it seems that the release of Skulls and Shackles as well as the start of the new adventure path are being released at the con - and they normally have con promos. However, it seems that even though I am a subscriber, I miss out on these. So - can I either pick up at the con if I provide a receipt that my auto payment went through (for the discounts) or if that is not an option, can I show you a receipt for my GenCon badge purchase this year and get the con promos sent to me?


So, I have a buddy coming back from Afghanistan tomorrow... as in less than 24 hours. His wife asked me as a special favor if I would be able to run a session of PF for him to help him destress - as it is his favorite game.

She asked me because she knows I play, but I do not GM - never have. I have played a few games as a character, but I am still fairly new. So... crash course me.

What are some things that I NEED to know to make it a success? I can tell a story, I can do all of the fluff things - I need tips on the crunch. What rules can I not miss? What abilities do I have to have a firm understanding of?

Thanks all.


I bought a pawn collection for the Reign of Winter campaign. Is there a set of plastic standees that match the 1 inch grids on most mats? If so, where can I get them from?


For what it is worth, here is what I have transcribed so far. Its my first real attempt at writing ANYTHING for ANY rpg... so please spare me any negativity. Spoilers abound.

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The city of Thedan - the grandest city that hands ever made – lies almost at the center of the continent Traildrad. The city is home to some 4.3 million entities from all walks of life. In the city, there is a clear segregation of classes as those who are rich enough to do so live in furnished antiquated chateaus on the outskirts of town while those who do not have the means live a life far less grand. Despite this clear division in class, Thedan provides for its citizens. No one goes hungry, everyone has a roof over his or her head, and people live long happy lives.

Despite the grand city serving as a beacon of Traildadan accomplishment, not much is known beyond the city itself. A simplistic understanding of where the roads go and what features lie beyond the city are all that is really known. Thedan has always been in a state of flux, constantly expanding and contracting as population and other factors affected the growth. Wars, plagues, and other such events are all things that have caused the population to fluctuate and by logical extension the city that houses it. That combined with the fact that the city has been self-sustaining, the mentality of the general population is that ignorance is bliss.

Over the past few years, there has been push from leaders within Thedan to venture out and expand to areas that have yet to be mapped. The main motivation for this is to try and give the local economy a push as establishing their own internal supply chain for natural resources would be better than having them shipped in. For that reason, several small settlements were set up outside of Thedan on the fringes of the continent. The purpose of these settlements is to check for the viability of mining opportunities, logging mills, and other such operations.

One such settlement is Kimvori. An eight-day wagon ride east of Thedan, Kimvori sits just west of an immense dense forest which is completely uncharted. The forest has a number of legends associated with it with the most notable one being that if you travel further in than you can see out, you will never return. Kimvori was set up to be a camp to establish if a logging operation was doable and what resources would be needed to complete the job. The Academy of Sciences in Thedan is also interested in cataloging any new flora and fauna that lies within the forest so that reasonable steps can be taken for preservation of wildlife.

The camp’s foreman, Agnar Dayten, has put out a call for adventurers that would be able to help with this quest. The tasks that need to be completed are mapping the area that the forest resides in and to identify any wildlife in the area. And this is where the adventure starts.

The City of Thedan
The city of Thedan has a long and colored history, and by proxy, a very diverse population representative of numerous races from all over. It has always been the envy of the world. So much so that a number of rival kingdoms have tried – and failed – to take the city. However, given that it was under constant attack in the past, many of the libraries and books got burned which makes a large part of Thedan’s history a question no one can answer. Its unique architecture, its lavish offerings, and its bustling cultural hub make it the premiere city of the world. A bad day in Thedan has been known to bring much more pleasure to people than their best day anywhere else.

Thedan has taken the first steps to introducing an electrical grid in a primitive form. Streetlights, house lights, and music players are all realities in Thedan, though not widely used due to the fact that many people have no real need to implement the science in any particular place.

A large part of the culture of Thedan has to come from art in all its forms. Several troupes made of jugglers, animal tamers, trapeze artists, actors, and many more all have stages dotted throughout town that many people flock to see. Sculptures are set in every corner of common space and gargoyles and intricate statues serve as accents to buildings.

However, the part of the artistic culture that receives the most praise is the various churches and cathedrals that are spaced intermittently throughout the city. Many standing as a testament to Thedan’s obscure history, every church is in its own right a divine work. With many estimated dated back a thousand or more years – with the date known by inscribed keystones in the exterior facades – each one sports robust stone work, expert detail in the stained glass, and original wood work for the pews and rectory areas.

One cathedral, located in the center of town known to the locals as the Cathedral of Four, is the most enigmatic of these buildings. While the outside of the cathedral is unassuming, it is the inside of it that puzzles even the most devout followers. A separate altar stands in each of the four corners of the church. Each stone altar is a crude marble slab supported by two others forming what looks like a table. Each of the slabs on the top has an indentation in it that is unrecognizable. In the center of the cathedral, where the pews would be, there is a giant pattern akin to a rose window expertly placed in the floor. Running your hand over it, you can feel that each stone has been shaved down and placed meticulously to form the pattern. Going around the pattern is an inscription in a language that no one in Thedan has been able to translate or find any other sample of.

Such churches are considered an artifact of wars gone by as the city of Thedan is not a religious one. A person in Thedan is bought up with a sense of privilege and works to get the things he or she wants with the sweat on their brow being currency. The notion that higher powers guide a person’s actions is ridiculous in the mind of many and so, only some fringe believers live their lives in accordance with a deity represented by a church.

Aside from the arts, Thedan also boasts a huge social scene. Get-togethers, parties, and gatherings are always going on for any reason. Full moon celebrations, new art exhibitions, a new routine at the local circus are all reasons to get together and to mingle.

Gathering of Adventurers
A party is taking place to celebrate the first day of Spring in small town square not too far from the edge of town. A band is playing traditional songs while a choreographed dance is going on amongst the great number of people. A handful of wenches are on hand serving tankards of ale to anyone who raises their hand. As the party starts to wind down well past any accepted hour to be asleep, a banner catches your eye posted to a wall across the square:

“Help needed in the settlement Kimvori. Need an expedition crew with survival skills to profile an area for clearing and logging. Will need to be able to be self-sufficient and able to protect themselves against any threats that may arise. If interested, please see the Expedition Guild Master for details.”

You arrive at the Guild Hall in the morning. A building made of marble and gold inlay, a larger than life statue of a man stands outside. An inscription reads Khaskorba – The First Adventurer. A testament to the ages, there is no mention of him in any of the local lore that survived through the years. Passing around the statue, your party passes through the heavy wooden doors and into the foyer.

The foyer is a collection of dining tables in the center with three steps leading up on either side to elevated fireplaces, gathering areas, and bar tops. There are a number of grizzled personalities discussing tales of explorations, going over journals, and taking long draws from pipes. You get the feeling that this is mostly silly talk meant to be bragging since a lot of the map is still unexplored. Though the room is full of stereotypically unsavory types, the room itself is spotless and well kept.

Asking for the Guild Master, a short dwarf with a long beard shuffles over to you. Smelling of outdoorsy musk, he introduces himself as Mardak Swordsteel and offers what he can do for you.

If questioned about the job, he explains that all expenses are covered. Transportation will be arranged and outfitting for the expedition will be funded through a shop who has close ties to the guild. There will also be a guide that will help escort the party to Kimvori. Beyond that, there is no pay that is offered for the expedition as it is an opportunity to gain notoriety as the city is rewriting its history. If pressed, he assures the party that what they are doing is for a noble cause – helping to extend the reach of their beloved city and the Jewel of Traildrad.

If the job is accepted, Mardak looks visibly pleased and announces the news to the guild: “Brothers and sisters, today is a most auspicious day! For the first time in quite a long while, our guild has the opportunity to add to the history of Thedan and of Traildrad! These four adventurers will be the first party in our newly recorded history to set forth from here with the intent purpose of gaining a better understanding of our world and expanding Thedan’s reach! Let us celebrate!” With that, Mardak calls for some of the guild members to poor some tankards and summons a troupe of musicians while everyone applauds your initiative.

Getting Ready
The store that is tied to the guild – The Traveler’s Way – has a variety of gear and weapons that can be purchased at the market rate. Characters are able to buy whatever they need so as long as they can reasonable equip the item at level one. Encumbrance is not an issue as the wagon will carry a fair amount of gear. It is expected that the party will need tents, rations, and medicine for at least eight days. The settlement of Kimvori is well stocked with regular shipments from Thedan, so players will not have to use personal resources upon arrival.

A human boy, Johan, pulls a rugged wagon around pulled by two horses. The wagon is big enough to fit your party comfortably and has more than enough room on the roof to carry your newly acquired gear. Johan introduces himself and gives detail if asked. He is one of the drivers who make shipments to Kimvori when supplies are needed. He knows the route well.

The Road to Kimvori
Day 1 – As the wagon is loaded and starts to head east out of Thedan and towards Kimvori, there is a level of excitement in the air. Townspeople have gathered to cheer as you depart as your work for the prosperity of Thedan is no longer a secret. Confetti and streamers are tossed every which way as the wagon. Johan takes pleasure in this as this is the first time he has left the city with fanfare (not to mention the first time he has made the tip with company).
Once out of the city, Johan explains to anyone who asks that there is an established collection of campsites that the delivery drivers use for these trips. They are about 12 hours apart and were chosen based on their natural shelters and closeness to water.

As the city of Thedan fades in the background, the hustle and bustle of the city is replaced by the slow melodic sounds of nature. Ships and people are replaced by animals and trees. Johan relaxes and makes a comment, “Sure is different… much prettier.”

Roll a d10 for every day of travel except for day 4 and 8. On a roll of an even, a random encounter happens with a simple animal out of the bestiary.

Day 4 – Have all characters make a perception check. If successful, they see someone up on a far away hill. While not much can be gleaned from this distance, he appears in garb not typical of the area and appears to be gesturing not to proceed any further.
Day 8 – Have all characters make a perception check. If successful, as they approach Kimvori, they hear music off in the distances that seems otherworldly and like nothing they have heard before. Play Tchaikovsky – Il lago dei cigni.

Arrival at Kimvori
After eight long days of riding in a rickety wagon with Johan and the others, you finally pull into the gated settlement of Kimvori. Johan guides the wagon past a multitude of tents, makeshift buildings that serve as dining halls, bars, and outhouses. You notice that the walls only form a U-shape with both of the ends butting up against the treeline for the nearby forest. Along the wall, there are four towers erected that serve as watch towers. Going up a small embankment, there is a building with a number of people going into and out of and Johan looks at you while saying “This is the place.”

If asked, Johan says that this is essentially the hub of operations for the settlement. Agnar Dayten, the camp’s foreman, uses this building as his office and that all news, no matter how trivial, eventually gets brought here.

When introduced, the reception is very welcoming. Hearty laughs, pats on the packs, and firm hand shakes are all plentiful. He escorts you outside and arranges one of the workers in the settlement to unload the wagon and stick your belongings in your private tents - partly up the hill and separated from the general population. He pays Johan a small purse of money, thanks him, and then turns his attention back to you as he starts walking towards the dining hall. “I trust the ride out was not too bad?”

After small talk which includes him asking if you are sure you want to go and a recollection of a myths of the forest, he shows you into the dining hall where dinner is being served. As he walks in, he calls for silence as he addresses the room. “Brothers and sisters! Please welcome our new guests who are charged with the responsibility of helping Thedan taking it’s first steps towards a new future. One that will usher in a new understanding of nature, science, and the very world itself!” As applause fills the room, Agnar turns to you and bids you a goodbye as he invites you to eat, return to your quarters, and rest up as the expedition will start in the morning.

As you head back to your tents after eating, you see Johan heading back out of town. If asked why he is leaving late, he says that he has obligations back home and he must get back.

During the Night…
The people who are in Kimvori decide to start a bonfire celebration in the center of town to welcome you. People run food and drink from the dining hall to stations set up around the campfire, and the workers who bought instruments from home form a makeshift band for which to entertain.

When the moon is at its highest point in the sky, a bell from the sourthern most watchtower rings and a horn blows. With this, the levity of the night diminishes quickly as you see the workers gather up their belongings and running towards the armory. Swords and weapons are dispensed and people make their way to the tower.

When you arrive, there are X number of wolves that have invaded the camp from the forest. After defeating, a successful perception check that one of these wolves is wearing a collar. Inscribed on a small medallion, it simply says “Turn around – Go back.” If asked about, the townspeople do not have any recollection of seeing anything like this before.

The First Steps
The next morning, the start of the expedition is met by a cloudless sky, favorable temperatures, and a gathering of the workers of Kimvori. Agnar stands in the 10 feet that separate you from the edge of the tree line and reminds you that it is a great journey on which you are about to embark upon and asks you if you are sure you want to go. Calling to mind all the stories of the woods, he reminds you that the woods are a dangerous place and no one has returned. Should you decide to press on, he tells you to be careful and that he expects either a message back or your return in two week’s time lest he send a search party into the woods to recover you.

Stepping aside as he shakes your hand, he points to a table of supplies that he has gathered – Rations for two weeks, lanterns, flint and steel, and a variety of other supplies you will need. You can take what you need. As your party takes it’s first steps towards the woods with the applause of many and the hopes and aspirations of Thedan riding on your shoulders.

The Forest at the Edge of the World
Once your characters take thirty steps in, they can no longer see Kimvori, and the loud applause is reduced to a dull roar.

The forest can separated into a 21x21 grid with each square containing a different point of interest. The camp lies at 11x0 and serves as the entrance into the forest. The lighthouse lies at 18x14 and each grid marker that is orthogonally or diagonal from it will have a literal arrow that points to it if there is a successful perception check. All 8 spaces that surround the lighthouse have signs warning any travellers not to proceed further in a multitude of languages. In the four corners, there are relics from the four worlds in this campaign: a tetsubo, a gondola masthead, something from the Reign of Winter, and a parchment with the language from the Cathedral of Four. If players make it to the edge, 1d4 will randomly decide what relic they discover.

Every grid space in which both numbers are odd – there is an encounter from the list. Players may attempt to capture the animal or to kill it in defense. Every space in which both grid spaces add up to 21, there will be higher level encounter.

The Lighthouse
When the party discovers the lighthouse, it should be explained that it lies in the middle of a lush green field. The area looks taken care of and the lighthouse itself is not overgrown. Signs dot the small cobblestone pathway leading to the door in different languages. One that you recognize says “Quarantine! Do not enter!” A successful perception check from the party will reveal that all the signs have switched to a readable language boasting the same warning. Players will see these signs literally fizzle out to switch.

As they approach, the 150 foot lighthouse looms over the players. White and black with a glass ring about a third of the way up, it is very wide and hardly seems weathered. Lights are lit within the windows but no noise comes from inside. Two solid wood doors with brass ring knockers are in place at the terminus of the cobblestone pathway. Scratches in the door from apparent sword strikes catch your attention.

Ground Floor - Upon opening the doors, a wisp of air comes out to greet you that smells like death. Immediately, players here a charge beginning to build and five seconds later, a speaker starts to blare a siren that says “Warning! Exterior Breached! Warning!” Players are able to determine that this is a speaker over the door and they either have the option of disabling the speaker or following a cable to a reset button on the other side of the ground floor. If the cable is followed, players notice that the cable that is coming out of the speaker seem to have been reconnected via a twist in the exposed wire.

Upon entering, you notice that the insides do not resemble so much of a lighthouse as they do a scientific observatory. Inside the lighthouse, there is another enclosed column that goes from the floor all the way to the top of the lighthouse. Between the column and the exterior walls, there are machines of all varieties in various states of operation. Two metallic pads next to the door are labeled “Arrival” and “Departure” with a metallic framework above it. On the arrival pad, there is a pile of food that is made up of fruit and meat in various states of decay. Stairs are going up the exterior walls to the 4 floors above.

Second Floor – Littered with pads, whiteboards, and scientific tools, this area appears to be where scientific research was done. If players chose to read any of the notes, they find numerous references to how well the Cage is working to hold the Bird’s powers at bay. There have been hardly any incidents minus the invaders which seem to be growing in number and strength. They are not sure how much more they can take.

Also in the room is a book detailing the use of the pads on the ground level. It was meant to send and receive supplies and personnel and scheduled intervals in time. The book has a log of names that have come and gone as well as a list of dates for the next supply drop.
Third Floor – Lookout room. Upon going up the stairs into this level, you notice all that natural sunlight that floods the room. The exterior wall is replaced entirely by glass and appears to serve as an elevated lookout post for the lighthouse. Many notes are drawn on the glass itself with dates and numbers next to them. A journal on a nearby table will tell any player who wishes to read it that the dates and numbers are the number of invaders that tried to break into the lighthouse and the number that they sent. The last date, about two weeks ago, has numbers scratched out as if it was being revised as more showed up.

Fourth Floor – Worker’s quarters. Coming up the stairs, the smell of rotting flesh hits you just in time for you to see 6 bodies lying in their beds – swords driven through them. It appears that all have been killed while they slept as nothing seems out of place. Personal effects such as letters from loved ones, etchings, and some decks of cards are on nightstands beside each other’s beds. No identifying items to give names to the corpses can be found.

Stairs to the fifth floor – As the party approaches the stairs to the fifth floor, they notice that there are stains on the wood paneling. A perception check will reveal a pressure plate on the third stair that will spring a blade from the top of the stairs. It is able to be disarmed.

Fifth Floor – The Holding Room. Going to the top of the stairs, dressed an eerie whitish-blue glow with an eerie electric hum coming from it, your party sees a metallic pod about 6 feet in length and raised off of the ground. The pod itself is transparent on top and brushed shiny metal on the bottom. Looking through the thin layer of dust that coats everything in this room into the glass, you see a human girl, apparently lifeless. Wearing a gorgeous dress with her eyes closed, the machine is seemingly keeping her alive through artificial means.

A book on a podium several feet away from the pod has a list of all checks done to the Cage. Seemingly taken every twenty minutes around the clock, the readings recorded in the book show a constant history of everything being “As intended.“ The last date recorded was the same date as the last invasion. No entries since.

The Cage itself has a large button with the word “Shutdown” written upon it. If pressed, the hum emanating from the Cage begins to drip in pitch as it seems to wind down.

The Awakening
Once the machine appears to have switched off as the hum comes to an end with a click, the glass lid of the Cage brakes a seal and steam comes out on all sides as it raises a few inches and slides back. The girl, after several minutes, starts twitching as if having a nightmare, and then springs up at her waist while taking a reflex breath.

“Who are you? What happened?” she asks. The girl will accept any answer the players give.
If asked, the girl will give some basic information. Her name is Amaya Rekkon and is 23 years of age and the princess of a place called Brightdell. She was banished here as part of an overthrow of her family’s rule in her home city. She was sent here by powerful magic and was imprisoned in the Cage as a precautionary measure to prevent her from coming back and to stifle here abilities. For reasons she cannot quite understand, the lighthouse has a way of preventing her abilities from being used.

If players persist about what powers she has, she says that she needs to be escorted outside for a demonstration. If players lead her, she will go outside. Going down the levels, Amaya looks horrified at the state of the building as she passes the dead bodies. She again asks the players if they know anything and again, she will take any answer that makes sense. As she passes the second floor, she breaks away from the party to read some of the books strewn about the room. She asks the players “What was this place?”

As she makes it outside, she seems to stretch and contract her hands as if warming her muscles for the first time in a long time. She walks off to the side and says “Watch this…” As she does, she bows her head and meditates as she clasps her hands in front of her and then all of a sudden, spreads them apart. As she does, a hole opens in front of her acting like a window to somewhere else. In this window, you see a tree unlike anything you have seen before in Thedan with some weird furry brown fruit hanging from it. Amaya reaches her hand in to the window and pulls one of these fruit through as the window closes and the lush green field returning to view.

If asked, she simply says that it was a skill that she has had for a long time. She has been to open windows – or tears – to any place or time she wants. In addition, she can see all the possibilities that exist. She says that she has seen a place where this fruit grows in the ground instead of on trees. With that, she puts the fruit on the ground and asks one of you to pierce the shell with your weapons. She then invites you to sample the juice on the inside by upturning it. “I have heard the people in the tears call these coconuts… kind of a funny name. Whatever they are called though, they sure are good.”

If asked what to do now, she says that she needs to get back to her home in Brightdell. If asked, she explains that her home is not here, but instead through a tear. She goes on to explain that she was sent here through a tear as a result of losing the war back in Brightdell. She explains that she knows that she can get back, but a lock of sorts has been placed on that pathway to prevent her return. In order to open that lock, she needs four keys that have been scattered to different places. Knowing that she will not be able to do it herself, she asks the players if they would be willing to help her acquire the keys so she can go home.

Return to the Camp
Amaya suggests that they get some rest and provisions for the coming travels and asks if they came from a place that is able to accommodate this request. If the players lead her back to camp, they are responsible for finding their way back to the entry space on the grid at 11x0. If they choose to camp, Amaya suggests that they not stay in such close proximity to the lighthouse.

If they go back to camp, they emerge and get recognized by one of the workers of Kimvori. Immediately, he welcomes you and goes to request that Agnar come to greet you. A few minutes later, as a crowd starts gathering around you to celebrate your return, Agnar comes down looking very jubilant… until he sees Amaya. Immediately, he asks that the crowd to depart as they have much to discuss. Once the crowd departs, he leads you to a secluded spot on the far end of the settlement and draws his sword from its sheath.

“How did you do it Amaya? How did you get out? You know you are not supposed to be here…” With that, he starts closing the distance between her and himself.

After the fight, Amaya tells your party that he was one of the loyalists that was part of the regime that banished her after the siege of Brightdell. She goes on to explain that her powers are not unique to her. A number – but not all - of the people from Brightdell have similar abilities to open windows. What this means is that there may be more people out to stop Amaya who have implanted themselves into Kimvori or Thedan.

--------------------------------

Good start? Notable suggestions. Still looking for someone to help me put some crunch into this.


Add me on Skype at MJWaters84 and lets make some time to chat.


I guess to address the issues of confusion, I will explain. We are playing through the adventure path and we just beat the first scenario of the first deck. The decks that we aquired above are what we ended that scenario with. However, all of us are new and we are unsure of how to modify these decks moving forward into the second scenario.

We used the recommended decks to start, and we came very close to losing (2x Explosive Runes and several strong monsters). We want to have decks that are better suited and are all around better, but we are unsure how to make those from a composition standpoint.

But, it seems that kysmartman came up with some good ones. Advisable to use those?


So my team and I have defeated Ripnugget and Stickfoot, and we are looking forward to the next outing. Problem is that we are all new players, and we are not sure how to tailor our decks.

Seelah took +1 Wisdom and ended the game with:

7x Blessing of the Gods, 2x Half-Plate, 1x Standard Bearer, 2x Cure, 1x Sage, 1x Warhammer, 1x Mace, 1x Quarterstaff, 1x Thieves' Tools, 1x Longbow, 1x Short Sword +1, 1x Longsword, 1x Amulet of Mighty Fists, 1x Wooden Shield

Merisiel took +1 Strength and ended the game with:

1x Burglar, 2x Thieves' Tools, 1x Icy Longspear, 1x Dagger, 2x Blessing of the Gods, 1x Crowbar, 1x Guard, 1x Dart, 1x Potion of Vision, 1x Potion of Glibness

Seoni took +1 Strength and ended the game with:

1x Force Missile, 1x Guard, 5x Blessing of the Gods, 1x Burglar, 1x Invisibility, 1x Potion of Fortitude, 1x Guide, 1x Toad, 1x Troubadour, 1x Arcane Armor, 1x Bracers of Protection

Kyra took +1 Strength and ended the game with:

6x Blessing of the Gods, 1x Guard, 1x Holy Water, 1x Mace, 1x Wooden Shield, 1x Guidance, 1x Blessing of Desna, 1x Mending

Can anyone help me get these decks to something somewhat playable moving into week 2? Thanks!


So, I am an unemployed stay at home dad. As such, I have turned to adapting some pop culture icons into stories for Pathfinder as well as trying to write my own. Currently, I have a campaign written off of the premise of Bioshock: Infinite* as well as another unique idea. However, while I can write some good fluff, I am not so good as incorporating crunch into it.

Item drops, monster levels, etc are all things that I struggle with. Anyone want to be my partner in crime? No money involved due to legality issues and the like, but it could be a fun little venture. Let me know if interested.

*I don't wish to reinvent the wheel with the Bioshock franchise. That story has been told, and it is amazing. However, Elizabeth's powers in the game are something that can go a multitude of ways and would lend themselves well to PF. That is where I am borrowing from the story.


Thanks for the help! Can someone delete this thread so it is not a double post?


So, I am an unemployed stay at home dad. As such, I have turned to adapting some pop culture icons into stories for Pathfinder as well as trying to write my own. Currently, I have a campaign written off of the premise of Bioshock: Infinite* as well as another unique idea. However, while I can write some good fluff, I am not so good as incorporating crunch into it.

Item drops, monster levels, etc are all things that I struggle with. Anyone want to be my partner in crime? No money involved due to legality issues and the like, but it could be a fun little venture. Let me know if interested.

*I don't wish to reinvent the wheel with the Bioshock franchise. That story has been told, and it is amazing. However, Elizabeth's powers in the game are something that can go a multitude of ways and would lend themselves well to PF. That is where I am borrowing from the story.


Thanks!


I just got done playing my first full game with some friends, and I have some questions.

1. Is 30 cards actually enough time? The blessing deck allows for 30 turns, but there are about 60 cards across the opening location decks for the first scenario of the Adventure Path. This seems like you have to actively use every opportunity you get to double explore to prevent yourself from running out of time.

2. Helping in combat. It seems that players can lend weapon stats, spells, etc to players in combat regardless if they are in the same location or not. Is this accurate?

3. No weapon in your hand means no Combat check, right? STR does not suffice, correct?

4. No modifiers can be added to the check after the die has been cast, correct? I believe they edited this in the revised rules...

5. Closing an unclosable location. One of the locations in the first scenario of the adventure path says that closing the location requires you to acquire or defeat the next card. But, if a monster is the last card drawn and I am unable to draw more - I can not close it. How do I get around this?

Thanks for your help!


Hey there. I am new to the hobby of finding paths and am looking for some group to get involved with. Unfortunately, the times that the society meets up in my neck of the woods (Friday Nights and Saturday) are bad for me and I have heard that the GM's heavily restrict certain styles of players. Are there resources other than the society that one such as myself could utilize to find gamers?

If anyone reading this would like to get something going in my neck of the woods on Thursdays, I will give them access to (not copies of) the current adventure path PDF's that I receive so that they can run the new stuff.


So, I am trying to make a purchase of two subscriptions - one for the card game and another for the adventure path. I have tried checking out about 10 times. Each time I "Submit Order," it takes me back to the start of the checkout process. Have not received a checkout confirmation or a message from Credit Card company with "Declined" or the like. Whats going on?