Harsk

Mhuirich's page

Pathfinder Adventure, Adventure Path Subscriber. Organized Play Member. 49 posts (1,484 including aliases). No reviews. No lists. 1 wishlist. 8 Organized Play characters. 10 aliases.



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Pathfinder Adventure, Adventure Path Subscriber
JercDe'Wor wrote:
I really like these new rules and would love to finally try my hand in playing some of the organized play for PACG. How does one get involved in PBP? Is there a section of the forums for it?

The main forum for ACG PBP is Flaxseed On Deck. The recruitment tab has been somewhat quiet lately, but that should kick up soon, as there will be an online PBP convention coming up in March.


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Pathfinder Adventure, Adventure Path Subscriber
TheWanderingM wrote:
jadony wrote:


1. The group felt it was a little ridiculous (in character and out) that a citadel crammed with baddies is only a mile outside of town. It made them feel as though the town should by rights have been facing a lot more danger, as well as that the town leadership was kind of crazy to wait to go investigate the source of the goblin distress signal when it can practically be seen out the window.
I agree. That's why I placed the citadel 6 miles away. Anyhow the info didn't seem consistent to me.

My main sticking point with this adjustment is that it's even more unrealistic to have a secret tunnel dug six miles (or ten, if you follow the gazetteer) underground from the citadel to the town. Even one mile pushes credibility a bit, but it's consistent in most of the text: pages 6, 12, 43, and 44 all agree on the 1 mile distance. Only the gazetteer is out of sync.

The reasons that the town isn't facing immediate danger is that the "baddies'" presence there is a recent development, and they are trapped where they are. Even if they all were free, without Huntersgate being opened they are at best a small bandit camp, a threat to travelers eventually, but in the month at most they've been there, there would have barely been time for the town to realize who had moved in.

As for the signal fires, I'm going with the idea that the keep is well known landmark, but that doesn't mean it's either a destination, or particularly convenient to get to. If it's a mile in the wrong direction to anywhere, Warbal may be the only one with a reason to get close enough to see the signal. With the goblins stuck on the battlements the whole time, it might have taken most of their time up there to scrounge enough wood to light the fires, or they may have waited until the scheduled meeting day to light them, so as to not run out of fuel.


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STR d6 | DEX d6 | CON d6 | INT d10+1 (Disable +1, Knowledge +2) | Wisdom d8+1 (Perception +2) | Charisma d6 (Diplomacy +2) Deck Handler

(In the Tick voice) Booooooon!: 2d20 ⇒ (2, 4) = 6 nope

Quinn, unsurprisingly, prefers Item 1.


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Pathfinder Adventure, Adventure Path Subscriber
MorkXII wrote:

All of the We Be Heroes characters were assigned Goblin decks in the new version of the guide (pg 8):

Crimsi Goblins Fight!
Grenek Goblins Fight!
Pizazz Goblins Burn!
Siathorn Goblins Burn!

They also can be used with class decks matching their classes.

I'm not able to register an Organized Play character for any of these. Will that be available before CAG II starts?


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Pathfinder Adventure, Adventure Path Subscriber

Please update for Core templates.


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Pathfinder Adventure, Adventure Path Subscriber
cartmanbeck wrote:


The biggest issue, I think, will be that class deck cards won't have a ton of local help, the way that new cards seem to. That could throw the balance quite a lot.

I have to hope there's a plan for this. Otherwise there will be a lot of frustrated PACS players unhappy with their characters not being usable in the new format.