My "Module Madness" group has been doing exactly this. It's the same five players, so it feels like a home game, but we're using PFS rules. I'm loosely tying the modules together with some roleplaying so there's a bit more continuity. We just finished Curse of the Riven Sky last night, and we're having an great time with this campaign. Here's a list of the modules we're playing (very similar to ScorchedOne's list above):
1 Crypt of the Everflame
2 Murder's Mark
3 Masks of the Living God
4 Fangwood Keep
5 City of Golden Death
6 From Shore to Sea
7 Realm of the Fellnight Queen
8 Cult of the Ebon Destroyers
9 The Harrowning
10 Doom Comes to Dustpawn
11 Curse of the Riven Sky
12 The Ruby Phoenix Tournament
13 Academy of Secrets
14 Tomb of the Iron Medusa
15 The Moonscar
16 The Witchwar Legacy
The older modules are nice, because it's one adventure, one level so there's no need to worry about filling in missing chronicles (like in Dragon's Demand).
This is amazing! Thanks very much to the wonderful folks at Paizo and Syrinscape. I've used Syrinscape for a couple of years, and I can't say enough great things about it.
In case anyone is interested, here are some pictures of the terrain I made for Bonekeep 3. In retrospect, I should have made it for a different scenario, because very few people will be able to see all of it.
How many people would tolerate Tiny fey about the size of the demonic familiar or dero from Shattered Star?
This would be great! There are a few fey minis in the DDM line (Twig Blight and Thorn come to mind), but it gets really old using these for every fey encounter.
Calvin the Vulgar brings humourous insults to friends and foes alike, massive bonuses to attack and damage, decent damage output, and a bit of everything else. Probably my most fun character to play right now, and everyone else seems to enjoy having him at the table as well.
Also, let us know when your conventions are. There's a chance that some of us from here could make it out.
There's also PrairieCon June 6-8, 2014. It's a long-running gaming convention in Brandon, MB - which is two hours closer to Saskatchewan than Winnipeg. We always have a decent Pathfinder Society presence there.
My suggestion to ramp up the challenge for your players is to run lots of games. Tis is something that I consider on of my weak points, but I know I'm better now than I was 100 games ago. Run the same scenario four or five times so you can get a better feel for how the same NPCs react to different party make ups.
Also pay attention to some of the basic rules of combat - concentration of fire, use of cover, targeting healers, etc. Think of how a PC (or group of PCs) would fight, and emulate that.
Building tension also makes for a more memorable encounter, even if its not really that tough. If an enemy has an AC of 13, and the fighter rolls an 18 to hit, try saying "You barely manage to find a chink in his armor!" instead of "You hit."
Thanks everyone! It might be apparent that I really love this game. I just hope to continue helping to run lots of games, build the community, and have a blast!
I love hearing stories like this. It shows what a great community has grown around Pathfinder Society.
I second the suggestion that you try to foster more GMs in your area. It sounds like you have a fairly large player base, which means lots of potential GMs. Ask three or four of your regular players to have a low level scenario in their pocket ready to run. If they've GMed before, it could be one that they've already run, necessitating less prep time.
I don't know where you are, but you might want to consider talking to your nearest Venture Officer for assistance with your event.
I've been looking around the boards and the entire site, and I guess my search skills are floundering. I can't find the actual chronicle sheet for We Be Goblins. It's not in my PDF copy of the module itself. Any help, supposed to run it on short notice this afternoon.
Just go to the product page. At the bottom of the description blurb is the following text:
Quote:
We Be Goblins! is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (232 KB zip/PDF). Pregenerated characters are available here (803 KB zip/PDF).
Just click on the appropriate links and there you go!
+1 armor is always available. Once you start adding any additional enhancements, you have to have enough fame (and gold) to purchase the total cost of the item. It's in the guide, but I don't have time to find the exact quote right now.
Now the big question is: how long to crank through ninety more scenarios?
I found my rate of GMing ramped up after I hit three stars. It took just over a year for my first 60 games, but the next 90 flew by in under seven months.
While there are many of us here on the forums that are happy to answer your questions, you can also check the Additional Resources for information on what is and isn't legal for Society play.
In fact, if you want to use anything that isn't in the core assumption, you have to bring the book it's from and a printed copy of the most recent Additional Resources.
With all that being said, Mr. Sin and Draven are correct: you need a special boon (usually won at a convention) in order to play a kitsune character.
I'd like to see a scenario where the PCs are stripped of their spell components somehow, and have to figure out what spells they can still cast with the materials they can scrounge from the immediate area.
I'm currently running a group through
module name:
Mask of the Living God.
In it, the group has to
Spoiler:
infiltrate a cult by pretending to join it. As part of the initiation, the party is drugged (or beaten) unconscious, and they awaken in cells with no equipment. They go through the rituals to join, but aren't given their equipment back for several days.
It was quite interesting watching the spellcasters of the group figure out what they could cast.
Spoiler:
Bard: "Is there any butter at dinner? I need it to cast grease.
I find this type of adventure very interesting, as it forces players (and GMs) to think outside the box.
Thanks for putting this together - it's probably one of the most confusing set of rules in the game.
I just have a little nit-pick you might want to look at before you publish your document.
Mike Bramnik wrote:
Sight:
• Low-light vision - Double the effective radius of bright light, normal light, and dim light.
• Darkvision - See normally plus dark areas within 60 feet. A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.
There are many creatures (including some valid character options) that allow darkvision at different ranges. You might want to consider:
Quote:
Sight:
• Low-light vision - Double the effective radius of bright light, normal light, and dim light.
• Darkvision - See normally plus dark areas within range of darkvision (usually 60 feet). A creature can't hide within range of a character with darkvision unless it is invisible or has cover.
Ahhh yes ,,, the annual meet people and eat them ... forgot about that .. ok .. so the evening game is tentative, depending on what those plans turn into
1pm - TBD
Gm Wes
player 1 Thea
player 2 zylphryx
player 3 Myron
player 4 Marc R.
player 5
player 6
7pm - TBD -- dependent on MnE plans
GM: Wes (or Thea)
player 1 Thea
player 2 Pirate Rob
player 3 Ill_Made_Knight
player 4 Myron
player 5 Marc R.
player 6
My friend Marc has no internet access at work, so he asked me to put his name down as well.
Ahhh yes ,,, the annual meet people and eat them ... forgot about that .. ok .. so the evening game is tentative, depending on what those plans turn into
1pm - TBD
Gm Wes
player 1 Thea
player 2 zylphryx
player 3 Myron
player 4
player 5
player 6
7pm - TBD -- dependent on MnE plans
GM: Wes (or Thea)
player 1 Thea
player 2 Pirate Rob
player 3 Ill_Made_Knight
player 4 Myron
player 5
player 6
Personally, I would be just as happy playing a game as attending the Meet and Eat.
For game suggestions, I would enjoy playing Day of the Demon. Or pretty much anything else. I've got lots of characters of various levels.
I would be interested in gaming on Thursday. A bunch of us from Winnipeg are driving, and will probably arrive Thursday morning sometime. Since we're Canadian, we're not that interested in the 4th of July. :)
Added custom maps for 4-13: The Fortress of the Nail. There are two versions - letter size which can be taped together, or poster size if you have access to a plotter.
Racial
* Unstoppable (+1 fort and toughness)
* Hatred (+1 hit vs orcs)
* Defensive Training (+4 dodge bonus vs Giants)
* Loremaster (+2 Knowledge history for Dwarven history and their enemies)
* Slow and Steady
* Stonecunning
* Stability (+4 CMD vs Bullrush and Trip)
* Darkvision (60ft)
Traits
* Roll With It: (You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a 1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day)
* Bruising Intellect (Int for intimidate)
Equipment
* Masterwork Breastplate (+6 AC, -4 AC)
* Masterwork Falchion
* Longhammer
* Fighter's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin)
* Book of Grudges (Adventurer chronicle. +2 circumstance bonus on a specific Knowledge check dealing with a grudge)
* Cloak of Resistance +1
* Wayfinder with cracked dusty rose prism Ioun Stone (+1 initiative, +2 strength)
* Incandescent Blue Cracked: +1 competence bonus on Perception
* Pink and Green Cracked: +1 competence bonus on Intimidate
* Mullberry Cracked: +1 competence bonus on Bluff and Diplomacy
* 815 gc
Skills
* Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.
* Well Versed (+4 vs sonic)
* Intimidate: 4 Skill Points +11
* Perform-Oration: 4 Skill Points +10
- Sense Movitve +10
- Diplomacy +11
* Spellcraft: 4 Skill Points +10
* Knowledge Religion: 1 Skill Point +9
* Knowledge Nature: 1 Skill Point +9
* Knowledge Local: 1 Skill Point +9
* Knowledge Engineerring: 1 Skill Point +9
* Knowledge Dungeoneering: 1 Skill Point +9
* Knowledge Arcana: 1 Skill Point +9
* Knowledge Planes: 1 skill point +9
* Knowledge Geography: 1 skill point +9
* Perception: 4 Skill Points +10 (+12 stonework)
* Use Magic Device: 3 skill points +5
Background Skills
* Knowledge Nobility: +12
* Knowledge History: +12 (+14 for dwarves and their enemies)
(I.e.: Hideous Laughter, DC 14.
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2; Subdomain revelry 2, whimsy 1
CASTING
Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature; see text
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell afflicts the subject with uncontrollable regret. It collapses, assailed with knowledge of wrongs done by its people, falling prone. The subject can take no actions while assailed, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues being assaulted by knowledge of past wrongs for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because regret doesn't "translate" well.
Lvl 2 Spells 2 per day
* Herosim (10/min Level, +2 Morale To Hit, Saves, and Skills)
* Cure Moderate Wounds
Inspired Rage
* At 1st level, affected allies gain a +2 morale bonus to Strength, Dex or Constitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.
* Gives Lesser Beast Totem
* Infuriating Mockery (At 3rd level, the urban skald can inspire reckless fury in one foe within 30 feet. If the foe fails a Will saving throw, it takes a –2 penalty to AC and on attack rolls, cannot use any Intelligence-, Dexterity-, or Charisma-based skills, and must succeed at a concentration check to cast spells (DC = 15 + spell level) for as long as it remains in range of the skald and the performance is maintained. At 7th level and every 4 levels thereafter, the urban skald can target an additional foe with this ability. This replaces song of marching and damage reduction.)
Back of the Crowd
* At 3rd level, an urban skald has learned to maximize the defensive benefit of being near allies. He gains a +1 dodge bonus to AC when adjacent to 2 or more allies. This bonus increases to +2 at 9th level and to +3 at 15th level.
Uncanny Dodge
* At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Blood of the Ancestors
Level 1: Etheral Axes (Starting at 1st level, you can make a ghostly axes appear as a free action. These are treated as natural weapons, allowing you to make two attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). 3+Int rnd/day (6 rounds)
Level 3: Protection of the Ancestors (Cold Resistance 5 and +1 natural armor. Increases to resistance 10 and +2 natural armor at level 9.)
Level 3: Ghostly Roar (At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once more per day)
Natural Armor Increase
At 1st, 4th, and 7th level, a ancestor disciple is protected by a ghostly suit of chain armor. He gains an increase to the character’s existing natural armor (if any)
Headbutt
At 2nd level, whenever the dragon disciple uses his bloodline to make ghostly weapons, he also forms a dwarven boulder helmet. This is a primary natural attack that deals 1d6 points of damage, plus 1–1/2 times the ancestor disciple’s Strength modifier. Upon reaching 6th level, this helmet also deals 1d6 points of cold energy damage.
Ancestor's Might
At level 7, once per day the Ancestor Disciple can take on the form of the ghost of an ancient dwarven hero. This acts as Form of the Dragon 1. At lvl 10 this acts as Form of the Dragon 2. He can use this ability twice per day.
Ghostly Flight
At level 9, as a standard action, the Ancestor Disciple can fly through the air like a ghostly apparition. This gives a fly speed of 60 feet with average maneuverability. He can go back to normal as a free action.
Ghost Sight
At lvl 10 the ancestor disciple gains blindsense 60ft.
Magic Progression
+1 skald spell level at lvls 2,3,4,6,7,8,10
Stat Increases
Lvl 2: +2 Str (18)
Lvl 4: +2 Str (20)
Lvl 6: +2 Con (18)
Lvl 8: +2 Int (18)
Saga of Orick Ironfoot:
"He hewed with the brand!
Long since he went to Linnorn-Land for the slaying of the Worm,
There he won glory and the name of Wyrm-doom,
Since he pierced that serpent through, with the blade of inlaid steel.
He hewed with the brand!
Young he was, when east of Oere-sound he made good breakfast for the wolves,
While his steel sang on the high-crest of the icing-death,
Blood-stained the sea, the ravens waded through.
He hewed with the brand!
Ere a hundred years has passed o'er us, we who shake our axes,
At wave-mouth was the hero laid low,
Warriors died! The crimson death colored the sea and ravens feasted.
He hewed with the brand!
The war-god loved him when he was sent to the mighty halls,
Keen was the raven feathered arrow that we sent ere his passing,
Dirge was the music of sword on scale and cleft was shield.
He hewed with the brand!
Great was his courage when he faced Icasarcht, 'mid his winged steed, died.
No jarl more fearless was sent o'er the main;
His stout heart drove him, fearless, by the ice-devil's haunt.
He hewed with the brand!
The brand bit sore, the sword flew from its sheath,
Crimson the borders of our mood-shields when he died,
Loud roared the spears of his kin, as low law the drake.
He hewed with the brand!
His life was well-nigh o'er; sharp is the pang that the serpent gives.
For the snakes nest deep in the heart. No more may his children rest
Great wrath will fly for the undoing of doom.
He hewed with the brand!
Full gladly did he go! See the Glory fly to Magrim's halls!
High-seated among the heroes shall he quaff the yellow-mead."
Saga of Duran Redmane:
...Duran was borne off
By the burning forge,
The searing flames
Was his end:
My son, who shunned
All spite and slander -
I must weep. But why
For one so all-worthy ?
Remember his fate
And forget I will not
Magrim, not Egil,
Holds him for ever,
The orc has stolen my son,
The sapling growth
From my wife´s womb
The warrior-seed.
The hammer-god shared
Spoil with me,
My oath was to Torag,
He gave me aid:
Now that maker of mystic
Runes only mocks me
Voids all my victories,
I, the breaker of vows.
I´ll make offerings to Angradd
Though not in eagerness,
I´ll make my soul´s sacrifice
Not suffer silently:
Though this friend has left me,
Breaker of orcs,
To his credits he comforts me
I join him.
That wolf-killer, that warrior
God, well seasoned in war
Bestowed a bounty
Not to be bettered:
To my art he added
One other gift,
A heart that held
Not craft only: hatred !
The end is all.
Even now
High on the headland
Magrim stands and waits,
Life fades, and I must fall
And face my own end
Not in misery and mourning
But with a man´s heart.
The Wrath of King Valthyr:
...In swelling rage | then rose up King Valthyr,--
Seldom he sits | when he such things hears,--
And the oaths were made, | the words and bonds,
The mighty pledges | between them made.
I know of the horn | in temple, hidden
Under the deep-reaching | holy rock;
On it there sounds | with Valthyr's pledge
A mighty blast: | would you hear?
On all sides saw I | dwarves assemble,
Ready to march | to battle the orcs;
Skuld bore the banner, | and Skogul marched next,
Guth, Hild, Gondul, | and Geirskogul.
Of Herjan's chosen | the list have ye heard,
Hearthguard ready | to march o'er the earth...