Ferious Thune wrote:
I adjudicated a 5-nova at Origins and the process was basically as follows: as long as they could fit me in, I could adjudicate it. I would imagine that at local conventions, this would be even less of a problem. As it stood, my table only had 5 players.
So, I dashed off a quick list of my favorites. If anybody would be interested in me expanding on why I picked these or anything, I'd be more than happy to do so. Edit: I just realized my list was rather long. I've put together a shortened version for anybody who wants only the absolute must-plays. The Long List:
Season 0: Black Waters Among the Living Prince of Augustana Our Lady of Silver Season 1:
Season 2:
Season 3:
Season 4:
Season 5:
Season 6:
Season 7:
Season 8:
Season 9 (So far):
The Short List: Season 0: Black Waters Our Lady of Silver Season 1:
Season 2:
Season 3:
Season 4:
Season 5:
Season 6:
Season 7:
Season 8:
Season 9 (So far):
BigNorseWolf wrote:
The information hasn't been publicly posted because the vast, vast majority of 5 star GMs attend a local store regularly and thus just ask any VOs at their store. Unfortunately, there are some times in which circumstances, such as yours, don't fit that model. If you know of anybody having trouble meeting the VC evaluation requirement, please let Tonya know and she can arrange for it to happen. The unavailability of a VC should never be a reason for a GM to not get their 5th star.
BNW, I would suggest that you should discuss it with Bob or Tonya as we get closer to the convention. I'd drop them an e-mail around February if you don't think you're in a position where you'll get it by August. I would note that we can do evaluation tables online if you'd like to try to get it done before then.
So, I was just made aware of the fact that weapon damage is not halved against troops. I apologize to my GenCon tables and encourage all GMs to thoroughly read the troop section. Because I was so used to swarm rules, I had read a 50% halving mechanic into the first encounter which made that encounter nearly impossible for certain tables.
Craig Logan 597 wrote:
I am fully aware; I've ran that scenario twice. If the text is the exact same, I can't imagine anybody giving you trouble for it. Edit: It appears on page 63 and appears to be unedited from the original version.
Wallbanger7110 wrote:
I'm always glad to give Seekers a run for their money. I mean, you WERE playing around with deity level stuff on multiple occasions.
Disk Elemental wrote:
That is incorrect. I spoke to Tonya today and she said that it only counted the number of affinity boons on that particular PC.
The fridges in the rooms are big enough to do basic cold cuts, but you wouldn't want to try to put a lot of stuff in there. I packed lunch last year and was perfectly happy with it. In the event that you want something hot and a bit quick when you have more time, I'd recommend Noodles and Company or Steak n' Shake.
My favorites? That's a huge list, but I'll do my best to keep it succinct: Season 0:
Among the Living:
A great scenario, so long as you're willing to add the work to make the backstory evident to the players. It does take work. Black Waters:
Super creepy. Excellent scenario, with a fantastic follow-up. Highly recommended. Our Lady of Silver:
This scenario has set pieces that would make Cecil DeMille blush. Lush scenes with zoo animals escaping, a dramatic court scene, a tireless investigator and a dramatic climax with a worthy foe. Season 1:
The Jester's Fraud:
Pretty excellent. Combat holds up reasonably well, and the story is surprisingly good. City of Strangers:
A wonderful double-header of scenarios that explores the underbelly of Kaer Maga, one of the most criminally under-served regions of Golarion. Eyes of the Ten:
It's really good, and it spans two seasons. The story is a bit dated under current lore, but I like it a great deal. Good combat, too. Season 2:
Before the Dawn:
This scenario has a great roleplay session followed by the only successful wave-combat scenario that Paizo has ever produced. Murder on the Throaty Mermaid:
A wonderful scenario that is among my local lodge's favorites. Everybody loves a good murder mystery. Season 3:
The Frostfur Captives:
This scenario plays goblins at their best. It's an escort scenario that won't get you bored with the escortees. Sewer Dragons of Absalom:
Another scenario that features just a little bit of everything. Dashing story, wonderful roleplay and some excellent combats that feature unique mechanics. A must-see. The Gods' Market Gamble:
CSI Golarion. Solve the murder of several Pathfinder agents in one of the most lore-drenched locations in Golarion. I have personally ran this 14 times and look forward to number 15. The Haunting of Hinojai:
Another supremely creepy scenario with a really well-built final boss with some excellent motivations. Season 4:
Rise of the Goblin Guild:
I'm not a fan of dungeon crawls, but if you're going to do one, this is the one to do. Be sure to let the possible ally of the PCs be of assistance; she's always a big hit at my tables. King of the Storval Stairs:
Wonderful combat with a final boss whose tactics are shockingly effective. Severing Ties:
One of my first scenarios and one of my favorites. Play as Pathfinder agents masquerading as Aspis agents who royally screw up a mission. Delicious. The Blakros Matrimony:
This was the first of the "Dinner Party" adventures, and while it doesn't hold up as well as a few others in the genre, it's still pretty great. The Night March of Kalkamedes:
A pretty good mission that involves a lot of creative problem-solving. Everybody who's played this has a good story from it. The Waking Rune:
I'd be remiss for not including this in my list. The Pathfinders actually get to deal with a Runelord. No takesies-backsies. Season 5:
The Elven Entanglement:
Wonderfully, delightfully hard combats with some excellent roleplay thrown in. Use this against your experienced players who think that they've seen everything. The Traitor's Lodge:
This scenario delves deep into Pathfinder lore and has connections far beyond this adventure. Everything seems fair, but extremely fresh and unique. Scars of the Third Crusade:
There were several scenarios in Season 5 that tried to deal with the psychological ramifications of the Shining Crusade, and I think this was the best of the group. Yes, the mechanics for the GM are extremely clunky, but from a player-side, it can absolutely work, so long as you're willing to make the rules fit the story and not the other-way around. Library of the Lion:
Entirely possible to do this one without combat. This really rewards Pathfinders for being excellent at their non-combat duties, yet remains engaging. The Hellknight's Feast:
Excellent negotiation scenario that really elevates the form with its unique combats and interesting NPCs. Season 6:
The Overflow Archives:
A wonderful fairy-tale story that explains the need for the Dark Archive and presents the PCs with some unique challenges. Slave Ships of Absalom:
Excellent investigative scenario with some decent combat. Of Kirin and Kraken:
Excellent dungeon crawl with a truly unique final boss. Again, everybody has a wonderful story from this one. Season 7:
Bid for Alabastrine:
Excellent negotiation scenario improved by the fact that you have a very concrete and relevant plan that not all influencable NPCs agree with. All for Immortality:
The new 12-15 arc has some wonderfully exciting adventures that provide PCs with a real opportunity to change the plot of the game moving forward. Season 8:
House of Harmonious Wisdom:
A truly excellent quest series that has both interesting subplots and a satisfying conclusion. I am particularly fond of this one. Obviously, my tastes tend to run towards some of the older scenarios due to the fact that I have more experience with them, but I hope that this list helps.
Hilary Moon Murphy wrote:
You know, I've often wondered that myself, particularly back in the days they used to lock us in the room for the special until our players were seated. I'm not saying it's an absolute requirement, just that it helps.
I have asked for chronicle sheets in a few situations, including one particular situation in which I caught a bunch of PCs having falsified their levels. (I did this after my party of 11th level adventurers had no idea how power attack worked.) Although formally not allowed, I don't think many GMs would quibble with scans. Your mileage may vary, of course. Here are some things, both physical and ephemeral, that you should bring to the table: 1) Dice that are clearly readable. I find it very annoying when players that I am not familiar with use dice that I can't read from across the table, then scoop up their dice before I can verify their good fortune. I would never accuse any of these people of cheating, of course, but I do like to see those 20s. 2) A character introduction. In my opinion, every PFS GM should go around the table and do character introductions, for the benefit of both GM and party. Have an idea of who your character is. I love a great opening monologue. 3) A concise explanation for any numbers that you think are unusual. If you have a CMB or attack bonus above 40, or if your spells obviously do a great deal more damage than the dice are showing, it helps if you can simply tell me a list of feats. 4) A snack, a drink and an empty bladder. The GM will give you a break about halfway through the scenario, but we sort of get frustrated as various party members are missing for various parts of the story as they go and attend to one of these three necessities. 5) A good attitude. Excitement is contagious, and it can be somewhat difficult to keep up on the GM's side of the screen after seven sessions of Pathfinder. If you come to the table expecting a good time, your GM will likely reciprocate.
Joshua Hancock wrote:
It is the case per RAW. See: Secondary Success Conditions page 1 and the notes on #2-22.
thecursor wrote:
I can think of at least 3 others off the top of my head. The Scenarios: The Waking Rune Siege of Serpents Eyes of the Ten (Arguably, parts 2-4)
Sin of Asmodeus wrote:
Bonekeep 1 was sold out, but Bonekeep 2 was many tables short. Bonekeep 3 was quite short, as I recall. These are just my recollections from those years and not an empirical study. So, you feel that a fantastic chronicle should be the reward for Bonekeep? Personally, I disagree. I feel that the chronicle should give half gold at most. Why? Because if you want hard mode, that's how you get hard mode. If you're playing it for a massive reward at the end, I feel like this really boils down to people wanting to gamble with their characters with the expectation of huge monetary gains.
Sin of Asmodeus wrote:
Glad that we're moving in a productive direction here. I did want to make a few points here, even though you directed this at HMM. First, it is entirely untrue that every single table of Bonekeep has sold out at GenCon. We previously heard from a GM who had their tables cancelled of it. Second, as it pertains to the arms race, I am unclear as to how Bonekeep is the solution. With the fact that PFS material is limited to 2 scenarios per month, many organizers, including myself, rely on every scrap of newly released material to keep veteran players at our tables. Thus, if a new Bonekeep is released, we will likely end up scheduling it. Players with overbuilt PCs will still have overbuilt PCs once the scenario is over, which they will then bring into adventures designed for the average player. At those tables, many of these overbuilt PCs will completely overshadow the non-Bonekeep players, given that they have entirely different levels of expectation. There is no contrary indication that letting players blow off steam will change their tendencies. I should note that, for those who are interested in a Bonekeep-esque experience, there are a number of excellent dungeon crawl board games which provide that type of gameplay without the need for a GM. Alternatively, it is fairly trivial for a GM to open a few bestiaries and pick some higher-CR'd monsters for players to fight. I don't see why this needs to be something we do on a regular basis.
KingOfAnything wrote:
Part of the raw feelings involved also stem from the way that the faction was treated in Rivalry's End. While the Lantern Lodge got this great ending scenario that showed that they had accomplished their goals...the Shadow Lodge PCs ended up getting told that they had been played the fools and that they were foolish for working to protect their fellows all along. Had Rivalry's End not been such a massive middle finger to Shadow Lodge PCs, you'd not hear nearly as much griping about the end of the faction.
Disk Elemental wrote:
He's not saying you can't enjoy the current Bonekeep adventures that have been released, he's saying he thinks it'd be a poor choice for Paizo to spend their limited budget developing more adventures that are highly polarizing to the community at large.
I'm not a fan of Bonekeep. The existence of adventures similar to Bonekeep encourages an arms race between developers and players that often means that new players can't keep up. Furthermore, it encourages the creation of unskilled, yet high-damage characters that can tank through the dungeon - exactly the opposite of the type of adventuring that the Pathfinder Society is supposed to be doing, from an in-game perspective. We're archaeologists, not warriors. There is certainly a place for challenging adventures, and I rather enjoy many of the hardest PFS scenarios, such as King of the Storval Stairs, The Elven Entanglement and Of Kirin and Kraken. The difference is that those adventures feature story elements and combats that are not just difficult, but also interesting. It makes sense for the Pathfinder Society to be in those places. Bonekeep? I don't know that the Society's gotten much out of exploring it.
The Shadow Lodge resonated with a lot of players in ways that the Grand Lodge does not. Personally, as a player that started in Season 4, I learned about the Shadow Lodge long before I really learned about Grandmaster Torch and his history. The Shadow Lodge was described as a union and as a sort of secret society. Given that I (arguably) failed two of my first four sessions, the idea seemed to hold a lot of merit. Unfortunately, the fact that the Grand Lodge is the default faction means that it's really hard to root for them. A big part of the Shadow Lodge ideal was holding Venture Captains accountable for poor choices in mission assignments. I don't feel like the Grand Lodge can really accomplish that mission, given that they're headed by Ambrus Valsin.
GM Chyro wrote:
So, people at the same table as the character death can contribute towards the raise dead at the time of the scenario's end. Unfortunately, however, if you do not raise a character by the time chronicles are handed out, that character is permanently dead. All conditions, including death, must be dealt with in the session where they are incurred.
First World Bard wrote: I am trying to register for PFS events, but am not finding them. Anyone know if they in the system? I just got an e-mail regarding registration; it appears that there's a bug in the system. Registration is closed until Friday at 1. Try looking again then. The names of all PFS sessions begin with "Pathfinder Society Scenario".
Great to hear that you're making it through, and that Pathfinders are sticking together. We were very lucky up here that during our recent flooding, none of our players were affected. However, I think that all of us in West Virginia know somebody who catastrophically lost their house recently. It's a pretty awful thing to happen.
All slots are GM slots. Thursday
Friday:
Saturday:
Sorry about not getting to this sooner. As a veteran of 3 GenCons now, I'd like to offer the following: 1) Bring a water bottle. Paizo is gracious enough to supply a bottle of water with each slot GMmed, but that's really not enough to get by on entirely. Hydration is key with as much as you'll be speaking. 2) Be early to your slots. There's nothing worse than having to set up while players are headed to your table. 3) Have maps pre-drawn or printed if possible. Drawing maps will slow you down, and we are dealing with fairly tight slots. 4) If you are worried about time, don't be afraid to call some combats early, especially if they're just mooks. 5) Have a plan for an organized initiative system going into the con. Being able to run initiative quickly and intuitively will mean your tables go much more smoothly. 6) Make your GM bag as light as possible. You're going to have to haul it around when you're not GMming. 7) Look at your schedule and plan your food accordingly. You may, unfortunately, need to buy one of the overpriced sandwiches sold right outside of Sagamore. If you have more time, the food trucks take about 45 minutes round trip. Noodles and Company is about 30 minutes round trip. 8) Don't miss the GM meeting prior to the multi-table specials. There's often important information at these meetings that aren't general knowledge. 9) PREP! PREP! PREP! I can't stress this enough. Showing up to a table unprepared is simply unconscionable. Your players are each paying $6 per head, plus the cost of admission for your adventure. This is, by and large, their one shot at playing the scenario. Make sure it's a great experience. 10) Bring something to provide yourself with light entertainment between slots. You'll need to recharge. 11) When seating yourself as a GM, seat yourself facing the opposite direction from where you expect there to be a lot of noise. That means that if you're near the edge of the room, sit with your back to the edge of the room. If you're near a passage between groups of tables, sit with your back to the passage. Why? It's easier for your players to differentiate from the sounds you are making and the sound of the crowd if they are coming from opposing directions. 12) Don't let analysis paralysis ruin your table. If a player repeatedly can't decide what to do and takes more than 2 minutes on each turn, put them on delay until they decide what they're doing. 13) Backup batteries are key if you're using electronic devices. I always carry at least 15,000 MAH of backup power for my devices. That's probably overkill, but there's absolutely nothing more embarrassing than running out of power during an adventure. 14) Occasionally, there will be rules disputes. Don't go to HQ over them, just make a ruling. Pull aside a VC and ask their opinion if you need a quick ruling. VCs can be identified by their red polos. 15) Sometimes tables go south. Don't take it personally. It's probably not your fault. Even if it is, letting it drag down your next table won't help. 16) Some players at GenCon are not reuglar Society players and are mildly hostile to the bookkeeping requirements. They enjoy playing Society about once a year, but they don't want to maintain a character and hate the idea that you have to give them a new number just to play the one adventure. If you get into an argument with one of these people and they're playing a pregen, just grab an unused character number from the desk and assign the scenario to that number's -01.
I'll happily chime in. Season 0: Our Lady of Silver
Season 1: Eyes of the Ten, Part 1
If we exclude the Eyes of the Ten series, I'd put in Hall of Drunken Heroes instead. Season 2: Beneath the Silver Tarn
Season 3: The Gods' Market Gamble
Season 4: The Golemworks Incident
Season 5: The Traitor's Lodge
Season 6: The Wounded Wisp
Season 7: All For Immortality, Part 1
Honorable mentions:
Season 1:
Season 2:
Season 3:
Season 4:
Season 5:
Season 6:
Season 7:
Rogue Eidolon wrote:
Certainly, but it doesn't indicate in the text that the item behaves according to the rules of alchemical allocation. While it is used in the creation of the item, items don't always follow the rules of the source spells. The item's text does not indicate that the potion must be drunk from the flask.
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