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****** Venture-Captain, Tennessee—East Tennessee 64 posts. No reviews. No lists. No wishlists. 63 Organized Play characters.


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The sketch variants are Friendly Local Game Store only for three months I think? After that, it's released on their web store. Since Monster Core was released after the others in March, it's still in that three month window.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Does this rebuild stack with the Remaster rebuild granted last year?

Does this rebuild have an expiration date?

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

DM Andy wrote:

It's covered in a sidebar but unfortunately it's on page 9, separated from the actual chase.

Quote:
Get to the Boat! uses the Chase subsystem rules. Each round can take up to several minutes to resolve as the PCs retrace their steps from Valashinaz’s temple, through the jungle, and back to the beach where their guide Arong awaits them on their vessel. At the start of the second round, the akatas enter the Chase at Temple Run and incessantly pursue the PCs until the creatures are barred by the saltwater surrounding Binoco Isle. If the PCs and the akatas start the round at the same obstacle, each PC takes damage as if they were hit by an akata’s jaws Strike.
So if the party doesn't clear Temple Run in the 1st round they will all take 1d6+4 damage and so on.

AH! Thank you! I completely missed that sidebar.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Prepped this today, and had a few questions:

* Part A: All that Remains, last bullet point reads "PCs proficient in Athletics or Investigation..." What skill should be used, since Investigation isn't a skill?

* Part B: The Hoard, PCs can harvest materials from each busoborn akata's body for Verdant Wheel's objective. However, there's no mention of this objective to the PCs anywhere in the scenario, so how are they supposed to know that they need to do this?

* Part C: Get to the Boat!: It seems that there's absolutely no penalty for lollygagging around during this chase scene. It doesn't matter if they finish it in 3 rounds or 30, they get to the boat no matter what. Should there be some sort of limit to how many rounds it might take them?

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Where is the list of the new Pathfinder Provisions? Has it been published yet?


Timingila wrote:
Phredd wrote:
Andrew White wrote:
DawidIzydor wrote:
#5-03 and #5-04 doesn't have journals to import, please fix this ASAP as I was planning to run 5-04 in a few days
This was a bug and was fixed in release 1.1.1, which was released October 1st. Sorry for the inconvenience!

Just updated from an early version (not sure which one) to 1.1.2, and I don't see a way of importing the new scenarios. I could very well just be missing something, though.

When first installed, it popped up a dialog to install the first two scenarios. Nothing like that appeared after updating this time around.

In the compendiums tab (the little encyclopedia symbol in the upper right) there is an Adventure compendium for all the scenarios. Click on the one you want and it will give you the Import window again.

That did it. Thank you!!


Andrew White wrote:
DawidIzydor wrote:
#5-03 and #5-04 doesn't have journals to import, please fix this ASAP as I was planning to run 5-04 in a few days
This was a bug and was fixed in release 1.1.1, which was released October 1st. Sorry for the inconvenience!

Just updated from an early version (not sure which one) to 1.1.2, and I don't see a way of importing the new scenarios. I could very well just be missing something, though.

When first installed, it popped up a dialog to install the first two scenarios. Nothing like that appeared after updating this time around.


From My Organized Play -> GM/Event Coordinator page, at the bottom there's a section labelled "Scenario Sheets" to download sign-in sheets. However, none of those links work anymore. The page refreshes without actually downloading anything.


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The rescued one from Flooded King's Court? Cool. Always wondered what happened to him.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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Are the new Retail Incentive Programs available to use now, or is that also Aug. 3rd?


Will there be a FoundryVTT edition of this scenario like there was of #4-13 and #4-14?


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I'm surprised J wasn't mentioned. They're someone we first met in 1e as a young girl trying to find herself, and their story continues in 2e as we meet them again, this time as a man who's found himself and his purpose.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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Oh, man. Each of my main characters would vote for a different candidate, and would ABSOLUTELY NOT vote for a different one. So, that's one vote for each, and one veto-vote for each. This may be the hardest political decision I'll have to make.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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According to https://paizo.com/products/btq02e5o?Pathfinder-Society-Scenario-408-Battle- for-Stars-Fate, Treat it as Frightened 1, where the condition doesn't decrease if it's listed as lasting longer than 1 round.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Matt Morris wrote:
I think most pathfinders would recognize a spyglass without a check, though.

Pathfinders, yes. My players? Ummmm.....

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

In area A1, there's four plaques with riddles. All of them but Plaque 2 have a check that the PCs can make to figure out what that plaque goes to. Should Plaque 2 also have a check? If so, what check, and what DC?


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One thing should definitely be clarified.

Errata wrote:


Page 151: The Knockdown feat's wording made it ambiguous whether you were actually Tripping, which left it uncertain whether you apply any special effects and requirements related to the Trip action. To make it clear, change it to say "If you do and your Strike hits, instead of rolling a check for your Trip attempt, you automatically apply the critical success effect of a Trip."

Improved Knockdown is on page 151, but Knockdown is the feat that's listed as being changed. This would be a serious upgrade to Knockdown if that's the feat that should indeed be changed, and make Improved Knockdown pretty obsolete.


Yeah. I go back to the form or whatever, and it's all blanked out and I have to start from scratch.


Could we please, for the love of all that's Holy please get this fixed? It's happened to me 3 times today, either reporting scenarios, looking at my character's sessions, or most egregiously, after 10 minutes writing a long and thoughtful review for a scenario.

It's broken, and makes me want to quit Pathfinder all together.

If I'm forced to use your website, please don't make me hate my life.


If I go to an event I created and added additional reporters to, if I try to remove them, it looks like it takes, but when I go back in to edit that event, they're still listed as a reporter.

I recently had to let to a VO, and would like to remove their access to the events.


TwilightKnight wrote:
Why doesn't the PDF include the card back?

Came here to request that the card back be included as a .jpg along with the other images.


TwilightKnight wrote:
Is there some reason the pdfs do not include the card back?

Came here to request that the card back is included as a .jpg as well.


Just downloaded and gave a quick test-run.

It'd be nice if it kept track of number of rounds for you. A little counter that increments every time the "Current Combatant" goes back to the top of the list, and resets to 1 when the encounter is reset.

I might just start using this instead of the bulky board I always have with me. Nicely done.


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When I go to the GM/Event Coordinator tab of My Organized Play, it doesn't show any table credits, and instead shows a "Refresh Points" button, which always happens when I go to that tab. However, now when I click "Refresh Points" instead of seeing number of tables run and AcP, it takes me to an error page that says:

You’ve reached this page due to an error on paizo.com. The web team has been notified and are working to fix the issue.

(I've done this a half-dozen times so far, and even cleared my cookies/cache, so it's not that.)

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

For Encounter B, if the Demonaic Spirit drains life 3 times, it under goes Ritual Transformation. Part of that increases its strength from -5 to +0. Does that also increase melee attack's to-hit and/or damage by 5?

I missed that the attack was Finesse, so to-hit wouldn't increase, but damage should?

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Would it be possible to have an "includes level X" type search? If I'm a certain level, show me all scenarios that it would be possible for me to play.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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Gary Bush wrote:


The editing in recent adventures has been very poor. Do we need a VO team to review the adventures before they are pushed out?

Who do we need to tell? Maybe contact Lisa Stevens or Jeffrey Alvarez and tell them their products are less than stellar?

This is getting bad.

This. I came here to talk about this. I stopped tracking at page 14, but every single page (starting at page 3, after the credits/whatnot) had some sort of error on it, except for maybe the page that had the full-page map. I've gotten used to bad editing/proofreading from Paizo. It's been bad since the beginning. It has gotten a lot better in the last few years, but this....oh, man. This was easily the worst edited/proofread scenario in a long time. The story was great, but I kept stumbling over incorrect gender pronouns (for two different people), phrases that don't make sense, commas incorrectly placed (the least of the indiscretions), etc.

I'm not sure who this needs to be brought to light to, but someone needs to be aware.

Maybe it's just because I work in Quality Assurance that this bugs me, but I'm glad to hear someone else brought it up first.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

I'm not sure if this is the best place to post such things, but since both PFS2 and Starfinder have very similar sign-in sheets, and most of my requests apply to both....this forum seemed fitting.

In order of importance (to me):

1) Make the player info fields taller. Roughly somewhere between 1/2-1/3 of the page is white space, and my players don't have the best handwriting on their good days. Any sort of extra room for them to scribble in what vaguely resembles writing might make things a little easier for me to read.

2) Add a Player Name field. It's hard enough for me to remember everyone's character's names, and near impossible when I'm reporting for a table I wasn't at. If there's a problem with the filled in info, it'd be a lot easier to track down the person if they had to put their name along with their character name. (Even if this is on the same line has the character name.)

3) Get rid of the -X way to the right of the Org Play number. Most of the time, when people are filling out the sheet, they don't notice that section anyway, since it's so far from where they put their Paizo number.

4) If #2 and #3 are implemented, change the order of the fields. Have Character Name and Level on the top row with Org Play# and Player Name on the bottom row. When reporting, it'll be easy to see the info we need to input (Org Play#) and verify (character name) on the left.

Even when doing online play, I still fill out a physical sign-in sheet for each scenario just so that I have a physical copy in case questions/problems arise after reporting. Having a player name on there saves me the trouble of adding the field myself (which I usually use as a contact field if it's online play).

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

You're sanctioning Tyrant's Grasp, but I haven't heard anything about Return of the Runelords. Any chance that'll get sanctioned at some point?

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Sounds good. Wanted to make sure someone was aware in case they weren't.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

I was looking at the boons today, and noticed that there's now a chronicle boon for 1-04: Bandits of Immenwood. However, I'm not able to get it for the character that I applied that scenario to when I GM'd it.

I do not know if it's working for players or not.


Once the chronicles are available, I'm also going to need to know what to do about characters that played this before GenCon, but played that character during GenCon and are now out of tier.


Once the chronicles are available, I'm also going to need to know what to do about characters that played this before GenCon, but played that character during GenCon and are now out of tier.


Any luck with those chronicles? I've got players chomping at the bit to get them.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Gary Bush wrote:

I just noticed that I am a ' ** Pathfinder Society (second edition) GM.'

That is cool! Looking forward when the symbol shows up!

Both glyphs were showing for me yesterday/last night, but they're no longer showing today.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Any idea (roughly) how long before the boons for APG ancestries will be added to the list, if ever? (Catfolk, Ratfolk, and Tengu specifically.)

Nevermind. Asked and answered while I was reading/typing comment.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

The Fifth Wanderer wrote:

So, are kobolds going to be allowed in play after the APG releases? I can just see an all-kobold Society game now.

Seriously, when I started my last PF2 game, I had a table full of goblins. And one half-elf. It was chaotic fun, especially when one of them decided to snack on the dead, diseased cow.

Are you in my lodge? One of our regular tables is a bunch of goblins and one half-elf with darkvision. They routinely cast Darkness during combat and just shut everything down. I see them doing the same tactic playing as Kobolds.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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After rereading a few things, I think it works.

The wight ability states:

Spoiler:

A living humanoid slain by a wight’s claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it.

This reads to me that the character did die, and later rose as a wight. (If the ability had said "Instead of dying, a living humanoid rises", then that'd be different.)

Since both Raise Dead and Resurrect both only state that the character has died in a certain time frame, so long as the character died within that timeframe, the spell/ritual can be used. (The timeframe for when the undead was slain doesn't come into consideration, only the original death.)

Objects also get destroyed, but that doesn't mean that the object itself ceases to exist, only that they're no longer usable as that object. Therefore, the bodies of slain undead should still be around.


If I have an analog melee weapon with both Glamered and Secured on it, and someone else takes the weapon to "inspect" it, what happens?

A) Secured means that glamered no longer works, and it reverts back to its original form.
B) Secured means that they can't change the shape/look of the item, and it's stuck in its current form while they have it.
C) Something else entirely.

Glamered:

As a standard action, a weapon with the glamered fusion can be commanded to change its appearance to assume the form of another object of similar size. The weapon retains all its properties (including bulk) when disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a glamered weapon while it is in disguise. After a glamered weapon is used to make an attack, this fusion is suppressed for 1 minute.

Secured:
The secured fusion ties the weapon to a single owner. When you use your weapon, it functions normally, but when wielded by any other, it remains inert and useless. Any analog, nonmagical properties of the weapon that do not require ammunition or charges still function, so a club would still be a club, but a pistol becomes merely an improvised weapon. Only the person who places a secured fusion seal on a weapon can remove it from that weapon. Once removed, the fusion seal can be affixed to a new weapon by a new owner. Even if not the owner, a character trained in Mysticism can remove an installed secured fusion or fusion seal using a process similar to transferring a fusion. For a fusion, this costs half as much as purchasing the fusion for the weapon on which it is currently installed; for a seal, this is half the cost of the seal itself. The process takes 8 hours. Afterward, a fusion can be installed on a new weapon and assigned a new owner for the installation cost, and a fusion seal can be used normally.


It looks like the latest batch of pregens got a little screwy along the way. All of the single-level Mystic pregens have Quig on them (in all his Mechanic splendor), instead of Keskodai. (The All-Level file has Keskodai.)

Just thought someone should know.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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Tommi Ketonen wrote:
Last we heard from Lost Omens World Guide was back in october 30th blog, where it was mentioned that it might get sanctioned "in a few weeks". Is there any chance of seeing this happen before christmas, or should we set our expectations on january?

I'm just going to point out that tomorrow, Saturday Dec. 7th is the one year anniversary of the last time Starfinder's Additional Resources was updated.

Thursty's response has me optimistic that it'll be (somewhat) soon-ish, but I'm not going to hold my breath.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Excellent!! This is exactly what I was hoping for!

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

First World Bard wrote:
I don't see why the Level 5 pregens wouldn't be valid.

I believe while prepping #1-00 for GenCon, they stated that the level 5 pregens were only for that scenario, and that actual level 5 pregens will be distributed later. (Also, the full complement of pregens aren't available.)

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

Exploring Ramlock's Tower is.....underwhelming as written. 10 uses of downtime to get a starting level consumable. Another 10 uses of downtime to get a slightly higher amount of gold than one use of downtime. And then another 60 uses of downtime to get....well, if you're doing scenarios you can't get another 60 uses of downtime.

Perhaps this was supposed to say "For every day of Downtime you spend on this task, check a box below"?

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

The link to additional resources on the Pathfinder Society page is....acting oddly. Sometimes it redirects to https://paizo.com/pathfindersociety/additional (which works), and sometimes it redirects to https://paizo.com/pathfindersociety/rpg/additional (which takes you back to the main Paizo page). I haven't yet been able to figure out why it does one or the other.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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With #1-09: Star-Crossed Voyages coming up as the first non 1-4 tier scenario (not including #1-00), will we be seeing some pregens higher than level 1 coming soon? I know I'm going to have a first-timer playing that weekend, and will need to give him something to play.

As a last resort, are the level 5 pregens for 1-00 still valid for this?

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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Upon further prepping of scenarios, there's a couple of nit-picky things that would greatly help.

1) I prefer to have both levels of an encounter together, rather than all encounters for playing down, then all encounters for playing up. I accidently turned to the wrong section of the appendix, and found the encounter I was looking for, only for it to be the high tier, rather than the low tier. Oops.

2) Please put the handouts at the back just before the sign-in sheet. That way, we can double-sided print everything, and then single-side print the handouts, sign-in sheet, and chronicles.


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Well, I for one am glad Robin Williams made it into the book as a Paraheen Dwarf.

4/5 5/55/5 ***** Venture-Captain, Tennessee—East Tennessee

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While I'm all in favor of seeing what would happen if the Blakros Museum suddenly ended up in Cheliax, I'm going to attempt to steer back to business at hand.

I just read over #1-04: The Immonwood Bandits, and I REALLY like how the encounters are laid out. Each encounter has an entry that tells you how that particular encounter should scale depending on how many challenge points the table has.

Overall, I'm a fan. This'll make running each encounter MUCH easier, rather than having to remember a level bump for the entire scenario.

What isn't made clear is if level bumps are still a thing, and would affect non-encounter DCs (knowledge checks, etc.).


I've been waiting to report some of these for months now.