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![]() Venture-Captain Calisro Bennary has arranged for the PC's transport to the pirate haven of Port Peril to make contact with Free Captain Stella Fane and negotiate a contract with her, facilitating Society movements through the pirate blockades in the area. The job seems simple: track down the the pirate captain, secure the agreement, and then return to Absalom. But few things are simple when a den of villainous pirates is involved, and it's unlikely the PCs will be able to leave Port Peril without throwing a few punches in a proper pub brawl! ![]()
![]() Posting Expectations: One post per day Monday through Friday, one post per weekend. Exception: During Encounter Mode, players are only expected to post during their turn. Absence Policy: During Encounter Mode, players will be botted after 24 hours without a post Monday through Friday, after 48 hours Saturday and Sunday. Please give notice if you will be absent for more than 48 hours. During all modes of play, players will be contacted after 48 hours without a post unless prior notice has been given. After four days without communication, players will be removed from the game. During Society play, for fairness, long absences even with communication may result in removal. ![]()
![]() Venture-Captain Bjersig Torrsen calls the PCs north to the town of Iceferry in the frigid Land of the Linnorm Kings. There, Bjersig informs the Pathfinders that he has a request from the family of a storied and long-dead Linnorm King. The family's patriarch, the warrior Hlavard Grenskuldr, appears to have perished in a shipwreck while wearing the family's heirloom, the gorget of the Linnorm King Grehunde the Sunchaser. For one hundred generations the family has passed this heirloom down from parent to child, until Hlavard sought to wear it on a journey to Valenhall as Grehunde herself had intended to do before perishing with the task unfinished. Unwilling to leave the relic to rust away in a watery grave, Hlavard's family has requested the Pathfinder Society's assistance in locating the shipwreck and retrieving the family treasure. Written by Kate Baker. ![]()
![]() I'm a new PbP GM and wondering about best practice or policy for dealing with absentee players, particularly when playing for Society credit. I'm GMing a Quest for the second time. The first one took 2-3 weeks so I'm assuming this one will take a similar amount of time. 2 of the 6 players have been absent for over a week, so that's 1/3 to 1/2 of the adventure. No communication from either prior to the absence. Player 1 does not have PMs enabled, so I am considering them as having abandoned the table. That seems fair to me. I'm more wondering about Player 2. I reached out and received a quick reply that they have sick family members and will catch up. It's been another two days since then. I totally sympathize with their situation, but again, they've been gone for about 1/2 the adventure at this point. Additionally, their participation has been minimal from the beginning. I don't really think it's fair to the four players who have been actively and enthusiastically participating to give credit to Player 2 if they pop back in toward the end. Nonetheless, still feels a bit mean to kick someone from the game. One thing I've learned form the experience is to have a clearly stated absence policy, especially with Society play. Thanks for reading and any comments! ![]()
![]() The play in this new version of Pathfinder is very similar to the previous version. Most of the time, you’ll be in what we call exploration mode, traveling from place to place, exploring dungeons, and solving problems. This form of play is very free-form, allowing you to jump into the story whenever there’s something you want your character to do. When monsters appear, you’ll enter encounter mode. During this type of play, you’ll make a special die roll for initiative, which determines the order of your turns during an encounter. What type of check you’ll make when you roll initiative is based on what you were doing just before the fight began. Usually Perception. When it’s your turn, you can perform up to three actions. Most common tasks—like moving up to your Speed with a Stride, Striking a creature, drawing a weapon, or opening a door—use one of your three actions. Casting spells, as well as some special actions, might take two or more actions to perform. If you look at your character sheet, you’ll see that abilities that require you to spend an action are noted using a diamond symbol, whereas things that require more than one are noted by diamonds stacked on each other. Some abilities have a curving arrow next to them ([reaction]). These are your reactions. Each round, you can use one reaction whether it’s your turn or not, but only when the conditions are right and the reaction’s trigger occurs. Finally, you might see some things noted by an empty diamond. These are free actions, which don’t cost you an action or reaction to use. Some free actions can be used on your turn, and some, like reactions, can be used at any time, but only when their trigger occurs. See slides for examples of these symbols Throughout the game, you’ll be asked to make rolls or checks, like an attack roll, a skill check, or a saving throw. In all cases, you roll a d20 and add the bonus listed next to the specific attack, skill, or saving throw. The result is then compared to a Difficulty Class (or Armor Class, for an attack) to determine if it’s a success. If the check was an attack roll, and you hit, I’ll ask you to roll damage. The dice you roll for damage depend on the attack and is listed with that attack. You critically succeed at a check when a check’s result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that’s a critical failure. If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20usually results in a critical success and natural 1 usually results in a critical failure. An important rule you’ll need to remember for this adventure is that if you use more than one attack in a turn, each attack after the first takes a penalty on your roll to hit, making it less likely to successfully damage the enemy. For most weapons, this is a –5 penalty for each attack after the first, but for agile weapons such as daggers, the penalty is only –4. When you’re attacked, I’ll ask if a monster’s attack roll is equal to or exceeds your Armor Class (or AC). If it does, you’re hit and will take damage. Damage reduces your Hit Points by the same amount. If you fall to 0 Hit Points, you fall unconscious and might die! One last thing. Each of you has a Hero Point—a special point you can spend after rolling any attack, check, or saving throw to reroll that d20. When you do, you must use the result of this second roll, even if its lower than your first. You can instead spend your point to cheat death when your dying condition increases, which makes you immediately lose the dying condition and stabilize with 0 Hit Points. I’ll explain the dying condition later if we need it. ![]()
![]() The play in this new version of Pathfinder is very similar to the previous version. Most of the time, you’ll be in what we call exploration mode, traveling from place to place, exploring dungeons, and solving problems. This form of play is very free-form, allowing you to jump into the story whenever there’s something you want your character to do. When monsters appear, you’ll enter encounter mode. During this type of play, you’ll make a special die roll for initiative, which determines the order of your turns during an encounter. What type of check you’ll make when you roll initiative is based on what you were doing just before the fight began. Usually Perception. When it’s your turn, you can perform up to three actions. Most common tasks—like moving up to your Speed with a Stride, Striking a creature, drawing a weapon, or opening a door—use one of your three actions. Casting spells, as well as some special actions, might take two or more actions to perform. If you look at your character sheet, you’ll see that abilities that require you to spend an action are noted using a diamond symbol, whereas things that require more than one are noted by diamonds stacked on each other. Some abilities have a curving arrow next to them ([reaction]). These are your reactions. Each round, you can use one reaction whether it’s your turn or not, but only when the conditions are right and the reaction’s trigger occurs. Finally, you might see some things noted by an empty diamond. These are free actions, which don’t cost you an action or reaction to use. Some free actions can be used on your turn, and some, like reactions, can be used at any time, but only when their trigger occurs. See slides for examples of these symbols Throughout the game, you’ll be asked to make rolls or checks, like an attack roll, a skill check, or a saving throw. In all cases, you roll a d20 and add the bonus listed next to the specific attack, skill, or saving throw. The result is then compared to a Difficulty Class (or Armor Class, for an attack) to determine if it’s a success. If the check was an attack roll, and you hit, I’ll ask you to roll damage. The dice you roll for damage depend on the attack and is listed with that attack. You critically succeed at a check when a check’s result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that’s a critical failure. If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20usually results in a critical success and natural 1 usually results in a critical failure. An important rule you’ll need to remember for this adventure is that if you use more than one attack in a turn, each attack after the first takes a penalty on your roll to hit, making it less likely to successfully damage the enemy. For most weapons, this is a –5 penalty for each attack after the first, but for agile weapons such as daggers, the penalty is only –4. When you’re attacked, I’ll ask if a monster’s attack roll is equal to or exceeds your Armor Class (or AC). If it does, you’re hit and will take damage. Damage reduces your Hit Points by the same amount. If you fall to 0 Hit Points, you fall unconscious and might die! One last thing. Each of you has a Hero Point—a special point you can spend after rolling any attack, check, or saving throw to reroll that d20. When you do, you must use the result of this second roll, even if its lower than your first. You can instead spend your point to cheat death when your dying condition increases, which makes you immediately lose the dying condition and stabilize with 0 Hit Points. I’ll explain the dying condition later if we need it. ![]()
![]() Hello! This is an interest check for a PbP demo of Pathfinder 2nd edition. The adventure is "Torment and Legacy." Designed for about an hour face-to-face, it will likely take a few weeks of PbP. 4-6 players. Pre-generated characters will be provided. An overview of the 2nd edition rules will be provided. In other words, you don't need to purchase anything to play. As you're already on the Paizo forums, I'm assuming you're not new to RPGs—maybe you're a Pathfinder 1e or Starfinder player curious about the new system—but if you are, you're very welcome to join. Disclaimer: I myself am fairly new to Pathfinder 2e (aren't we all at this point?) and GMing. I've recently completed a Pathfinder Society Quest which you can find here and I think it went well. Ultimately, I just enjoy Pathfinder 2e and would like to introduce more people to the game. ![]()
![]() I'd like to hear from everyone about when they'd like to start. Most of us are in the US and have a holiday coming up. Personally, I don't have anything going on really, but if a majority do, we can delay the start. Options:
If we start 11/25, I can still adjust posting expectations for 11/28-12/1 according to the majority. ![]()
![]() Greetings! Space for a least 2 more. This is the recruitment thread for Pathfinder Society Quest #1, The Sandstone Secret, written by Linda Zayas-Palmer. This is a repeatable quest and as such includes several variables to make the experience different each time. Quests are much shorter than scenarios. They estimate taking about an hour when played face-to-face. I am a new GM. I will make my best effort to create a fun experience for the players, but please be patient with any mistakes I make. I welcome experienced GMs or players and am very open to help, tips and constructive criticism. I'll be asking for feedback after the quest is completed. That said, new players are very much welcome. Start date: November 4th, as long as we have enough players. First-come-first-serve. Expectations: One post a day during the week, one post during the weekend if possible. Expressed Interest GM Numbat, Iogsig, Arlo of the Solemn Towers, and GM Crunch. |