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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber. *****Venture-Captain, Washington—Seattle 238 posts (471 including aliases). 22 reviews. No lists. No wishlists. 35 Organized Play characters. 1 alias.


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5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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MNGwinn wrote:
How did you handle PCs who are appalled with the whole concept of eating the dead who are laid to rest w/o permission? I think many of my PCs would view the entire town as doing a horrifying thing.

Given that it is the nature of traditional undead to attack live people and eat them without permission, one might consider it an improvement to be only eating dead people.

The scenario speaks of "partaking of the memories" of the dead through this practice and of how it builds their community to come together for this ritual feeding. It's respectfully carried out (if you can admit of such a thing being respectful) and the inhabitants of the island, having been saved from the outside world where it would be difficult for them to live peacefully, are largely grateful for the mystical happenings that allow them to be part of this.

If, despite this, your PCs are horrified by the idea of undead being allowed to exist at all, then there is not a lot you can do about it. This scenario reflects the general shift towards "not all undead are bad" in the Society. Individual PCs don't have to agree with this sentiment, of course. But consider that this arc began with Marcon in PFS2 1-07 (and presumably he majority of parties playing that scenario chose to save him despite his undeadness).

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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As to why it's showing 2 Rep for your GM character, this is either because (a) whoever did the reporting made a mistake, or (b) a tool like RPGChronicles.net was used and you had the Slow Track box checked for your character (Slow Track means you want to take half of all your rewards - XP, Rep and Treasure - so your character advances slower and you get to play it longer.)

If you didn't intend to do so, then you should get the reporting corrected. As GM you should always get max rewards (regardless of whatever the players got).


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

The PDF is still downloadable here.

(The physical book is also still purchaseable here on paizo.com, though of course used copies can be found more cheaply elsewhere.)

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Swiss Army Mage wrote:
How do old tiefling/aasimar feats (namely lineage feats) work in regards to the new nephilim heritage, are they available for choice for new PFS characters?
PFS2 Clarification wrote:
The “aiuvarin” and “half-elf” traits are considered interchangeable; half-elf characters have access to aiuvarin options and vice versa. The same applies for dromaar and half-orc characters. The nephilim trait is interchangeable with either the aasimar or tiefling trait and vice versa, but aasimar characters may not treat that trait as interchangeable with the tiefling trait (or vice versa).

(As specified on the PFS2 Character Options page.)

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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If you know that the games were run under a particular lodge you may be able to get help from the Venture-Officers there.

Otherwise, email pfsreportingerrors@paizo.com with your info and copies of the chronicles that were issued to you.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Until the PDF is updated, take note of the scaling corrections posted by developer Shay Snow for the encounters on pages 21 and 30.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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There are no disallowed organizations.

However, keep in mind that the usual purpose of Secondary Initiation is not simply to be a member of some organization but to enable taking some character option (e.g. a feat) that has membership in that organization as its access condition or prerequisite. Practically speaking, it isn't the organization itself that might be disallowed, but the character option that it would enable.

So, you should first identify what character option you are interested in taking that has membership in an organization as an access condition or prerequisite. Then, check its (a) rarity and (b) availability, to see whether it would be possible for you to take it. That will help inform your decision on whether to spend Secondary Initiation to become a member of that organization.

Cases where organization membership via Secondary Initiation will not get you what you want:

(a) RARITY

- If the character option has the Rare trait, then regardless of anything else, you need a specific boon*.

- If it has the Uncommon trait and there are no access conditions (i.e. organization membership is a prerequisite and not an access condition) and nothing in the book, the PFS Guide or the Character Options page grants you access, then regardless of anything else, you need a specific boon*.

(b) AVAILABILITY

To check availability, go to the PFS2 Character Options page, open up the section for the book that contains the option you want, and see if there are any availability restrictions on that option. (Or if you use Archives of Nethys, PFS availability is shown using symbols.)

- If the option you want has Restricted or Limited availability, then regardless of anything else, you need a specific boon*.

EXAMPLE
The Uncommon feat Eye of the Arclords (from World Guide) has the access condition "You are a member of the Arclords of Nex". However, we see that this feat is of Limited availability. That being the case, there would be no mechanical benefit in spending Secondary Initiation to become a member of the Arclords of Nex, as you would not be able to take that feat without a specific boon for it*.

* Note that the need for a specific boon does not necessarily mean that any such boon currently exists, will ever exist or that it will be easily obtained, if/when it does exist.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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dcalcoda wrote:
Will Earn Income for these quests be different than Series 1 with more XP, i.e. 4 days downtime rather than 2?

Yes, they follow this general rule from the PFS2 Guide.

PFS2 Guide wrote:
Scenarios and Quests grant two days of downtime per XP earned.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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The text of the missing Inspired Defense condition was posted in the OPF Major Cons Planning server on July 17. No doubt the PDF will be updated at some point, but here it is:

Inspired Defense condition wrote:
The next time an opponent would critically hit a PC with an attack roll, they instead get a regular hit against the PC.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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The Emerald City Lodge of northwestern Washington state will be running Organized Play games at Dragonflight GameCon in Bellevue, WA, USA from August 18-20, 2023. This is an in-person convention with no online component.

We'll be offering the multitable interactive special, PFS2 2-00 The King in Thorns, as well as other PFS2 and SFS games.

For information on the convention and links to (paid) badge registration, which is required for game signups, please go to dragonflight.org.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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I've contacted the Southwest Regional Venture Coordinator (RVC) and also the Utah Venture-Captain (VC) to get in touch with you. It sounds like you would like to become a volunteer serving your area and these are the people you need to connect with.

Your local venture officer corps will be able to provide support, answer your questions and tell you about any practices specific to your area. There is an administrative procedure to become a VO in charge of organizing at a location, to get access to VO resources, and specific responsibilities to uphold, that your VC should discuss with you.

To address your questions so far:

Advertising: In addition to what you mention, depending on your local practices there will usually be a site that the upcoming game schedule for various stores in the area is posted by the VO(s) and players can sign up in advance (couple of examples on Warhorn.net: Wasach Front Pathfinder Society or Lehi Roleplaying).

Reporting: Each session played is reported on paizo.com under the appropriate Event. Each Event has a unique Event Code that is recorded on the Chronicles issued after each game. While it is physically possible to create a separate Event on paizo.com for every single game run, that is excessive and unnecessary. Typically, an Event will consist of all the regular weekly games run at a certain store or local area over a certain period of time, or it may consist of all the games run at a certain convention. A VO is usually the person doing this for games run at their store. At conventions, the sessions are reported by the VO(s) organizing the Org Play presence at the Con.

Org Play IDs: A player who does not have an Org Play ID should be given one (there are new IDs that can be downloaded in batches of 10 to hand out, from paizo.com on the My Organized Play > Event Coordinator tab) or they can be guided to create an account and OP ID on paizo.com on the spot, if that's practical. If a player is absolutely adamant about not wanting to get an OP ID, then they do not get included in the reporting, do not get a Chronicle, and therefore do not get OP credit.

Conventions: There are special procedures around Cons involving obtaining Paizo support for the Con and getting increased ACP rewards for participants. Again, your local VO hierarchy can help you with this.

Do remember that everyone involved in OP is a volunteer doing this out of passion so give a little grace if things sometimes do not move as fast as you would like. I'm sure your local officers will be delighted to get you involved in Org Play and to assist you in your service to the community.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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The trap has been officially modified to be less of a problem. For easy reference here are the original and updated stats. (Effective June 9, 2023)

L1-2:
ORIGINALLY Perception DC 24, Engineering DC 19, Reflex DC 14, Damage 6d6 E&F
UPDATED to Perception DC 20, Engineering DC 16, Reflex DC 12, Damage 2d6 E&F

L3-4:
ORIGINALLY Perception DC 27, Engineering DC 22, Reflex DC 15, Damage 4d12+4 E&F
UPDATED to Perception DC 23, Engineering DC 19, Reflex DC 14, Damage 4d6 E&F

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Copying discussion here from the PaizoCon planning Discord server back from when this scenario was still SUPER SEKRIT.

*****

First, the obligatory stat block complaints, about which there is really nothing to be done, but should obviate the need for any other GM to point them out.

Hedron wrote:

Suncatcher Blooms (p. 18 & 23). The Stealth DC of the low tier version is 21. The Stealth DC of the high tier version is 17...

I have been noticing more more curious things like this lately... but the low-tier version of Suhko has a +10 Perception, and the High Tier version has a +8 Perception. Having worked on the stats further... the high tier verison of Suhko inexplicably loses the Arcana skill... and gains Deception and Stealth. She also loses a point in Intimidation for going up two levels... Her attack bonus with her living hair decreases (which, granted, shouldn't be her go to anyway...) And her armor class remains... the same in both versions.

The Meddlesome Scrit from low tier and the Troublesome Scrit from high tier have the exact same stat blocks with the exception that one is marked as Level -1 and the the other Level 1. Same hp, ac, spell dcs, same attack, same damage...
Oh... actually the higher level one has a spell DC one lower than the 'weaker' one.
I have looked the scrits over a bit, trying to figure out what the intention was for them. I am guessing that the low level version (given its level) is suppose to be a 'weak' adjusted scrit... but as a zero level monster that shouldn't reduce it's hp... so that makes no sense. The higher level one is clearly just wrong. (being identical with the exception of the higher level one having lower DCs...)

AndeGM wrote:
the damage on the Weak Air Mephit is applied correctly to its Breath Weapon. however, the damage on the Elite Burrowing Viper Rat is not applied correctly to its Burrowing Viper Rat Poison

*****

Regarding the Blue Bison Jerky and the text mentioning that it should be given as a gift to either the gunsmith or the mayor.

Hedron wrote:
Blue Bison Jerky: Given to the PCs with instructions to use as a gift, there is no mention of what (mechanically) this does anywhere in the adventure. My plan is to leave it in, for flavor reasons, but to remove any mention of it being a useful gift in negotiations.
Alex Speidel (OPC) wrote:
It doesn't look like the benefit is explicitly called out, no. I leave it to the GM to determine an appropriate boon for presenting the jerky to either of the individuals.
Saphireking wrote:
I think a +2 circumstance bonus to an Impression check is a good mechanical bonus for Whiirii, and for the Mayor, a bonus on the Request check (since the other things reduce the DC instead)

*****

Regarding the starting positions for the final combat

Hedron wrote:

Final Encounter Placement: There is some inconsistency with the flavor text, listed strategy of the foes, and the map markers on where everyone should be in the final encounter. I plan to put Suhko right next to the travelers, the rest of the monsters where they are marked on the map, and the PCs in-between them.

Getting the Travelers to Flee: It isn't completely clear what happens when the PCs get the travelers to 'snap out of it' and flee. For ease, if they succeed I will simply immediately remove them from battle and have Suhko turn her attention fully to the PCs.

*****

Regarding the lore referenced in the scenario

Hedron wrote:

For any GMs running this scenario who enjoy injecting a bit of lore, I would highly recommend reading over p.206-207 of Guns and Gears which covers the aforementioned Crowned Regents and the Star Code.

Short(er) version: The Crowned Regents were "a gaunt, isolationist people who inhabited monasteries high in the Mildanesi Mountains. Imposing and mute, with stone crowns protruding from their long heads, these recluses gave no name for themselves but became known as the Crowned Regents." Who vanished long, long ago... around -5111 AR.

The Star Code is a sort of chivalric-like code of the ancient hero-warriors of Arcadia: "to never attack an unarmed opponent, to give parley to the weak who request it, to eschew deceit, to honor the terms of a duel, to respect one’s star gun, and many more rules that vary in the retelling."

*****

Regarding the combat difficulty

Eric Nielsen wrote:

The encounters for this scenario all feel significantly under tuned. Both high and low tiers I ran were cake walks for the parties. Felt like everyone had fun though. Low tier, I would especially advise against weak templates on level 1 creatures. I think it's not yielding a level 0 as desired, but something weaker than a -1.

(advice for editors/authors, obviously not something gms can change)

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Copying discussion here from the PaizoCon planning Discord server back from when this scenario was still SUPER SEKRIT.

*****

Saphireking wrote:

To disable the Adagio/Allegro trap, it says it takes Crafting, Acrobatics or Performance (2 successes), or a single attack, yet in the Challenge adjustments it says "Disabling the trap with Acrobatics, Crafting, or Performance requires three successful checks."

Does this mean it makes Crafting go from one success to three? Or should it just be one additional check, which is what I think they meant to say.

Actual text of the Disable entry wrote:
DC 26 Crafting (trained) to create beautiful flying objects to complement the paper birds; DC 28 Acrobatics or DC 25 (21 if using a flute) Performance (trained) to perform along with the flute and paper birds (requires two successes); or one successful attack roll against the invisible Mehryar (AC 25, DC 25 Perception to determine Mehryar’s location)

*****

My personal opinion after reading the CP scaling sidebar is that, despite the unfortunate placement of the semicolon in the hazard's stat block, the number of successes is intended to encompass all the Disable skill checks, in total. In other words: without CP scaling, the party needs 2 successes and at certain CP the scaling increases this to 3 successes, but the successes can come from rolling any of {Crafting, Acrobatics, Performance} and do not all have to be in the same skill.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Darrell Impey UK wrote:

Are PCs meant to know the Influence thresholds of the council members or are they meant to be secret?

I ran it as letting them know when they had reached maximum influence on a particular NPC; but that resulted in them continuing to gain points with Tekawenda even when they had already gained her backing rather than moving on to other NPCs, and missing out on a unanimous decision and a treasure bundle.

I personally would let them know when an NPC is fully "on their side".

The influence subsystem is known for having certain pitfalls and ambiguity that lead to significant table variation.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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It sounds like you're playing Big Trouble in Little Absalom. This is a sanctioned adventure that is run in Adventure mode for PFS2 credit. The death of your kobold in that adventure would not affect your actual PFS2 character.

When playing in Adventure mode and applying the credit to a PFS2 character, nothing that happens to the character playing the adventure affects the PFS2 character receiving credit (unless the sanctioning document specifically says there is some effect). This is different from what happens in Society mode (the mode in which PFS2 Scenarios are run), where unresolved negative conditions on a pregen do carry over to the character receiving credit.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

As GM, I find SF much more relaxing than PF2, though overall I've run more total sessions of PF2 than SF.

Currently I run more SF than PF2, but that's mostly because there are even fewer SF GMs than PF2 GMs and I want to support SF.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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andreww wrote:
It is also worth noting that at high tier the Tormentors know Banishment which could lead to all sorts of complications as the PCs have no way to get back to the Castle if ejected.

My assumption is that the Urdefhan High Tormenters are also not on their home plane (they typically are found in the Darklands on the Material Plane) so they would not attempt to cast banishment, knowing that it would fail.

Banishment wrote:
This spell fails if you aren't on your home plane when you cast it. (link)

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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For players that don't yet have any Society characters, you can use 2001 or 701, unless for some reason the player already has some other plan for that number and wants you to use (say) 2002 or 709 instead.

For sanctioned adventures whose credit must apply to a higher-level character, the player may hold it and apply it later when the assigned character reaches that level, or they may choose to apply the chronicle instantly to a level 1 character with treasure bundles reduced to level 1. (If reducing to level 1, note that characters do not benefit from any boons or item unlocks until the character reaches the minimum chronicle level and downtime applies as to the 1st level character the chronicle is applied to.) These are the only 2 choices: hold till the chronicle level, or reduce rewards to level 1 and apply to a level 1 character.

The decision of which character number gets the chronicle for sanctioned adventures has to be made at the time of the GM issuing the chronicle to the player (and reporting the game).

The default factions are Horizon Hunters for PFS2 and Wayfinders for SFS. Players who don't care about factions or don't have a preference right now should be assigned these. Since you can switch which faction you represent for every adventure you play, this is not a choice a PC has to live with forever, so you don't have to worry about it too much.

If some players of a sanctioned adventure don't care about or want Society credit, you don't have to give those people a chronicle or include them in the reporting. You can report the table with just the ones who care about Society credit.

Link to the Org Play guides for reference - https://www.organizedplayfoundation.org/Lorespire/Homepage

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Leomund "Leo" Velinznrarikovich wrote:
Minimum table size (GM not included) of minimum level 5 and below is probably 1. Though, I would avoid that as much as possible. Personally, I'd minimum 2 at least.

1 player + GM is not legal.

PFS2 Guide wrote:
Adventures with a Minimum level of 5 or lower. For these adventures, the GM can run a table of two or three players, and can add additional appropriately leveled pregenerated iconic characters in order to meet the minimum table size of four PCs.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Yes, the follow-up to 1-20 is the special 2-00 which is the culmination of the "Pact of the Open Road" storyline and involves (amidst the beating up of fey) finding the last, lost member of the Pact.

- Scenarios that contain some lore tidbits related to the 2-00 metaplot: 1-00, 1-08, 1-11
- Scenarios that actually have the metaplot tag: 1-16, 1-17, 1-20.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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The faction transition (from PFS1 to PFS2) is discussed in in-game terms in the book Lost Omens: Pathfinder Society Guide, but to summarize:

After the losses to the Whispering Tyrant in 4719 AR (i.e. the Tyrants' Grasp AP), the Decemvirate decided to rid the factions of "external influences" and return to the "core ideals" of the founders; this resulted in the dissolution of the PFS1 factions and creation of the major PFS2 factions reflecting the 4 pillars of exploration, knowledge, fellowship, and protection. (The 2 minor factions were then recognized after petitioning the Decemvirate.)

As for the former faction leaders of the Exchange:

- Aaqir al'Hakam continues his activities in Absalom, helping to manage the Society's investments and acting as "a liaison between agents focused on elevating their social and financial status through their exploits with the Society". He has an appearance in PFS2 #1-01.

- Guaril Karela is extending his criminal network in New Thassilon. He has an appearance in PFS2 #1-12.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Every product, such as an adventure or rulebook, has its own page on the website.

To find it, you can search for the product name directly in the search bar.

You can also find a specific product by knowing what kind of product it is and navigating through the categories in the menu. For example, a standalone (one-book) PF2 adventure would be found under Pathfinder > Adventures > Standalone Adventures > Pathfinder Adventures.

Sanctioning documents for adventures:

The Org Play sanctioning document for an adventure, if any, is always linked on the product page for that adventure.

Adventure Paths (which consist of multiple books) have a "whole AP" product page referring to the entire AP. That page contains "Learn More" links to all the individual product pages for each book in the AP. The OP sanctioning document for the AP is linked in both the product page for the AP and in the product pages for each book of the AP.

Players guides for adventures:

Typically, only Adventure Paths have a players guide. Players guides are linked on the "whole AP" product page, not on the product pages for each individual book of the AP.

Some standalone (one-book) adventures may have a few recommendations (e.g., about the suggested motivation of PCs) in the text of the adventure itself, and the GM can provide this info, if they feel it is helpful, to the players.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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The first thing to try if anything looks wonky is to hit the "Refresh Points" button on the GM/Event Coordinator tab.

If this doesn't fix the problem and something is still wrong, then email orgplayreportingerrors@paizo.com with the details.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Yes, there is an active VC in Malaysia. I will get them to contact you via PM here on the paizo.com site.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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The first thing to try if anything looks wonky is to hit the "Refresh Points" button on the GM/Event Coordinator tab.

If this doesn't fix the problem and something is still wrong, then email orgplayreportingerrors@paizo.com with the details.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

If the language was "a Crafting check instead of a Medicine check" (i.e. the pre-errata language) then bonuses to Medicine would not apply and bonuses to Crafting would.

But now, as the post-errata language says the check is still a Medicine check, bonuses to Medicine do apply (e.g. Risky Surgery) and bonuses to Crafting checks do not (e.g. Crafter's Eyepiece).

Having said that, I don't think it would break the game to allow the item bonus of Crafter's Eyepiece to additionally apply here; but even so, it wouldn't stack with any existing item bonuses to the Medicine check (e.g. Expanded Healer's Tools).

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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If he has an office (in the sense of a room in a building), he has to date not been depicted in it.

When he operates out of a tent (as opposed to sending his orders by letter) it's not just any old tent but "a large pavilion, easily identified by its pennants as belonging to Eando Kline" (#4-04).

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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The Emerald City Lodge of northwest Washington state will be fielding a small team of GMs to run Paizo Organized Play games at Emerald City Comic Con at the (new) Seattle Convention Center from March 2-5, 2023 (Thu-Sun).

In-advance signups are on Warhorn here. Walk-ups are accepted and expected; new players are welcome.

Entry to the venue requires a convention badge. For info on the convention, please go to the Con's website.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

In the place where you select the class, instead of setting the class as Gunslinger, you need to slide over to the Class Archetypes tab there and select the archetype Gunslinger (Spellshot).

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Samuel Cabot wrote:
He did, but I'm not wanting to do an event. I'm just wanting to run a single game. Is there no way of doing that?

There is a feature request in the Warhorn roadmap to add what are called "Personal Games", which will do what I think you want (sessions without an event), but this feature isn't available yet.

My opinion is that if you're going to be a Society organizer for a store on an ongoing basis, you will find it convenient to have all past and future games listed under a single Event, but you should talk to your Venture Captain and follow the standard operating procedure established in your area.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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An Event is a container which contains games.

Examples of what an Event might be:
- The Event represents a convention run on certain fixed dates.
- The Event represents all of a particular Lodge's games as an ongoing concern, and there could be different Venues for each different game store in that Lodge's geographical area of influence.
- The Event represents a single game store's games as an ongoing concern and so there is a single Venue.

The schedule for an Event is organized by Slots. A Slot is a specific date/time interval associated with a Venue. For example, a Slot could be "4-8 pm on Sunday October 23, 2023 at Bob's Game Store".

One or more concurrent game Sessions may be scheduled in the same Slot. In its simplest form, a Session is a single table playing a particular Scenario.

You can also ask your questions on the Discord channel for Warhorn. There is a #help channel there for this purpose.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Emerald Con is an annual charity convention of Paizo Org Play games organized by the Emerald City Lodge of NW Washington state.
All proceeds benefit Food LifeLine .
Everyone is welcome!
Open now for player signups.

When: Dec 2 - 4, 2022
Where: Online and in-person in Bellevue, WA, USA.
Cost: Free. (There will be some clearly-marked charity tables for which a donation is required.)
Specials: The interactive multitable specials PFS2 3-98 and SFS 4-99 (including an author-run table) will be offered. There will also be a charity auction and raffle.

Full details on the front page of the Warhorn event here.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Emerald Con is an annual charity convention of Paizo Org Play games organized by the Emerald City Lodge of NW Washington state.
All proceeds benefit Food LifeLine .
Everyone is welcome!
Open now for player signups.

When: Dec 2 - 4, 2022
Where: Online and in-person in Bellevue, WA, USA.
Cost: Free. (There will be some clearly-marked charity tables for which a donation is required.)
Specials: The interactive multitable specials PFS2 3-98 and SFS 4-99 (including an author-run table) will be offered. There will also be a charity auction and raffle.

Full details on the front page of the Warhorn event here.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

Hello prospective PaizoCon (physical) attendees!

The Emerald City Lodge invites you to visit one of our premier gaming locations, Mox Boardinghouse in Bellevue, WA, if you will be in town for the Con and have time to kill around midday on the Monday after (i.e. May 30th, Memorial Day). (Note that the in-person portion of the Con ends on Sunday.)

Mox is a game store/restaurant with a large free-play area and board games are available on loan. Our regular PFS game nights there are Monday evenings but that is likely too late for out-of-town folks who want to get home so we're hosting a little informal lunchtime get-together (from 11 am) if you want to come down and check it out, unwind and just hang out with the locals (Org Play gaming not required).

Store website: https://www.moxboardinghouse.com/bellevue/ -- do take note, this location is about 20 miles from the Con.

If you want to propose an actual game or activity, or just have questions, please reach us on the EC Lodge discord - https://discord.gg/hnsYuHe.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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As a PFS2 GM and VO, I would like to offer a different view.

I remind GMs to be nice to new players (and experienced players to be nice to new GMs), because early impressions really matter. There are certainly challenging encounters in some low-level scenarios, I don't deny this. Personally, however, I feel there is still an enormous amount of flexibility, even within the strict rules of Society play, for GMs to control the difficulty level of encounters for the PCs that show up at the table.

For context, as a GM I have had zero PC kills in over 170 PFS2 tables run. Maybe that's just the luck of my dice rolls, but by my observation, PFS2 PC kills are rare in my local lodge generally. Catastrophic scenario failures are equally rare. Yes, low-level PCs are definitely prone to be fragile and there are undeniably some very close shaves. And yes, different players have different thresholds for what qualifies as a butt-kicking and how much of 'having the dying condition' they can stomach. But high scenario difficulty on the whole isn't a general complaint that I've observed.

Obviously, to the other posters above, this isn't everyone's experience, and I in no way dispute the validity of yours, but I wanted to offer my own.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

Anyone who's run Junker's Delight in-person or on VTT, what was your approximate run time (please also include # of PCs you ran for and if they were new or experienced players)?

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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In the section for Pathfinder Training consumables, the link to Archives of Nethys for the Potion of Tongues (should be ID=194) goes to Potion of Quickness (ID=191).

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Yes, the mimic is a major problem for parties with no AOE.

Players, realizing they had no way to kill it, wanted to lure the creature into a room with doors and trap it in there; I allowed that.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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As written, the SFS guide (or at least the version available right now) says "if you’re running the lower subtier, cross out all of the items listed for the higher subtier" (p. 16, Step 7 of Filling Out a Chronicle Sheet).

It doesn't say cross out the lower subtier items if you're running the higher subtier.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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This is a summary of the things that were said on the discussion channel for PFS2 #2-00 on the GenCon Discord (where it was discussed before general public release of the scenario), preserved for posterity.

Note on Special logistics: For those who may not be aware, when running specials online the House GM (formerly known as the Overseer) typically uses a Twitch channel and everyone (players and GMs) are assumed to have it open so they can listen for announcements while they play. The current global situation is displayed in a graphic on the Twitch stream as well. 0In smaller cons, the House GM typically monitors a Discord text channel where Table GMs report successes but for GenCon there was a special-purpose reporting site where Table GMs could push buttons to report their table successes.

Regarding how to pronounce Qxal -

James Case via Alex Speidel wrote:
Qxal is pronounced kicks-all, as in "they'll kicks-all you apart, and then kick that other dude apart, then kick that mountain apart, then kick that castle apart, then kick you apart again just for the fun of it"

Regarding level ranges for characters -

Characters cannot play at a table where they are not in-tier i.e. you cannot seat a L3 player at a Tier 1-2 table.

Regarding challenge point table in the 3-6 tier -

Alex Speidel wrote:
Tier 3-6: The Challenge Points table in the appendix is incorrect; you should use the standard Challenge Points table (Level 5 PCs should be worth 4 CP, and Level 6 should be worth 6 CP.

Regarding players who may have played PFS2 1-16, 1-17 or 1-20 with a pregen and applied the credit from those higher-level scenarios to a L1 character-

Any boons from those scenarios are not active until the character reaches the level played at; however, the text does in 2 cases refer to having "played" those scenarios rather than having a boon.

Regarding order of missions in Part 1 -

PCs can do any of the 6 (scenario says 5 encounters but there are 6) missions, in any order.

Regarding healing between missions -

Scenario, Part 1 wrote:
"These encounters all take place on the same day, and the PCs can take time to Treat Wounds, Refocus, or Repair equipment in between encounters."
Kate Baker, co-author of scenario wrote:
5 hours after every encounter might be a lot, but they could take a few hours after one particularly bad encounter and less time after others
Kate Baker wrote:
So the general intention was that Part 2 would have more of a pressing, urgent feel, hence only ten minutes in between the encounters, but that Part 1 should be a little bit more relaxed.
Alex Speidel wrote:

* In Part 1, GM discretion is advised. PCs will not have time for a full 8-hour rest, but definitely have time for a ten-minute rest between missions. Feel free to encourage PCs along if they take too long resting, either by reminding them of the urgency of the missions or having a Venture Captain appear to move them along to another mission

* Between Part 1 and Part 2, all Pathfinders may take an overnight rest and are magically healed of afflictions as called out in the scenario
* In Part 2, PCs can take 10 minutes to rest between missions, but no longer.
* In Part 3, PCs can take 10 minutes to rest after an encounter, but no longer.

Regarding the Survey Map support item given by VC Bjersig Torrsen -

See Core Rulebook page 291, or https://2e.aonprd.com/Equipment.aspx?ID=65.

Regarding the Throw Rock ability of the Korred in Tier 3-6 -

See Bestiary page 344 or https://2e.aonprd.com/MonsterAbilities.aspx?ID=38.

Regarding number of successes needed in Tier 1-2 for Mushroom Ring -

Alex Speidel wrote:
3 successes for Tier 1-2 before [CP] adjustment.

Note that Disable generally takes 2 actions (unless otherwise stated).

Regarding GM credit -

You can GM for character credit once in each replay tier (1-2, 3-6, 7-8). GMs can hold credit to apply later if they don't have a character in-tier.

There is an open question regarding whether characters that died in Part 1 are revived by the medics that heal everyone and remove lingering conditions (at the overnight rest preceding Part 2).


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PFS2 #1-01 Absalom Initiation slides

You have succeeded excellently in your primary and secondary objectives for this scenario. Your chronicles can be downloaded here (link will expire in 1 week) and the session will be reported for Outpost III PbP Gameday.

Thank you for playing with me! Feel free to PM me here on the forums or on Discord (logsig#4155) if you have any feedback or to just say hi.

Many thanks to GM Numbat for setting up this great project. I hope you'll all have fun continuing to PbP!


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PFS2 #1-01 Absalom Initiation slides

Janira Gavix races down the hall, her blond hair flying in her excitement. “I just heard you made it back—congratulations! It sounds like everything went, well, about as well as anyone could expect. Come with me, I have something for each of you.”

The halfling woman leads the way into a small office and distributes finely crafted wooden boxes. Within each, a gleaming compass lid emblazoned with the Glyph of the Open Road and an engraved name lies upon a cushion of silk. “I’m not sure if you’ve picked up your own wayfinders yet, but when you do, you should have ones that prove that you belong. Now it’s official,” she beams. “Welcome to the Pathfinder Society!”

The gifts from Janira are lids for the wayfinders that you may purchase in future, either by spending gold or by spending Reputation to get one as a Faction boon (in which case it takes up an Item boon slot).

With their first missions behind you, life returns to normal for a little while. But it will never be the same again; your experiences now cast the crowded streets of Absalom in a new light. As Ornaculus pores over dusty scrolls in the library, Dorian bandages wounds, Redd dances for tips, and Filtune copies documents for temple priests, each of you reflect on the new friendships you have forged and looks forward to a bright future of doing good for the world, uncovering buried secrets, and going on dangerous, story-filled adventures.


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PFS2 #1-01 Absalom Initiation slides
Redd Appleblossom wrote:
Wait! Can I use my Halfling Luck feat to reroll for that dance?

Sadly, activated fortune effects to re-roll checks don't work on downtime activities so I'll take your first roll.

CRB p. 500 wrote:

Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can’t use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation.


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PFS2 #1-01 Absalom Initiation slides

In case anyone has a question about how 10-ft reach works:

CRB p. 455, Range and Reach wrote:

Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach

3 squares diagonally, 25-foot reach can reach 4, and so on.

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

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Jib916 wrote:
The mitflits (tier 1-2) have sneak attack. Mitflits don't usually have this. It is also worded "mitflit sneak" (which is the 3-4 version) . Is this a misprint? Do the lower level mitflits get sneak as well?

I do think that it was likely a misprint, for the reasons you mentioned, but the counterpoint is the entirely rules-justifiable point of view that whatever is printed in the scenario should be used as written (in the absence of any official correction).

In general, when in doubt, I would tend towards making the choice that favors the players. It isn't likely to make a huge difference to the outcome in this case, though.


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PFS2 #1-01 Absalom Initiation slides

Fola shakes her head sadly at Dorian's question. "I don't know who it might have been, or what reasons they might have professed. But I will say this: there are those who seem to revel in the trappings of terror and oppression, and who are opposed to the freedom and hope we bring, not merely as a matter of political expediency, but at a deep, visceral level that you and I can hardly fathom. One who could summon such creatures—into a crowded street filled with innocents, no less—is beyond your power now, but in the course of your adventures, you will encounter others like him. And I know then that you will defend those who need protection, as you have done so well already, when words have no more power, and evil must simply be met by blood and steel."

Redd's inquiries among the local bakeries bear fruit. Not only does she discover a few new tasty treats, but she hears rumors that the house was last used by slavers storing their "merchandise". The very thought of slavers makes Redd see red. What atrocities could have been perpetrated within those walls? And is that why the house is haunted?

----

At the manor, Dorian harumphs at Filtune's shenanigans and trudges stoically up the steps, then waits for Redd's signal to go ahead.

Ornaculus follows silently behind the dwarf, mentally cataloguing his spell list, and muttering about 'ectoplasm'.

With Filtune trailing her, Redd peeks into the Solarium. Contrary to her fears, there is only rotting furniture and mildew here, and her pounding heart calms a little.

The door to the right, leading further into the house, creaks opens at the merest touch. The moonlight filtering through the gaping holes in the roof is more than bright enough for Redd's twilight-accustomed eyes to see by, as she peers cautiously in.

A tiled floor, ornate columns, and elegant sweeping staircases evoke a distinctly Taldan aesthetic. One might be able to imagine the sound of refined laughter and the clink of glasses as long-ago guests to a house-party approach the staircases, their footsteps echoing on the marble floor tiles. But those tiles are now cracked and filthy, and the fine statuary that lined the walls has been smashed. None of the three staircases climbs beyond head level before ending abruptly in twisted metal and broken stone. Silence hangs over the cavernous empty space. [Area C2]

To the right of the hall, Redd can see three doors [A, B, D]. On the left side, there are two other doors [E, G] and an empty doorway [F].

Where to? Pick a door!


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PFS2 #1-01 Absalom Initiation slides

Moving things along a bit... Ornaculus is sorely tempted to use the salve on the interesting-looking large monster in the northeast, but relents at Redd's glare, and allows the salve to be used for its intended purpose.

A moment passes, the stone seems to sag, and a yelp issues from the unfortunate former-statue. She staggers, catches herself, then blinks and looks around.

"Er... what happened to the gorgon?" She sniffs the air. "What, pray tell, is that exceedingly strange-smelling substance you have applied to my skin? And, more to the point, who are you people?"

You explain that you are Pathfinders sent to un-petrify her, and hurry the bemused woman away from Statue Street and the crowd that is beginning to gather. Decades have passed since she was last out and about in Absalom, and she gawks at all the sights, full of questions that you can only pay half a mind to while simultaneously trying to keep a look out all around you for danger and move as fast as possible without attracting attention.

The luck of halflings is with you, however, and nothing untoward happens along the way. At the Grand Lodge, Fola Barun welcomes the new arrival with a smile, has her taken away to get a good meal and a hot bath, and thanks you for carrying out this mission of mercy. As you are about to take your leave, the Pathfinder you saved comes running back out to you, and hands you a small gold idol of Acavna, the Azlanti goddess of magic, as a token of her gratitude. No in-game purpose; just represents treasure bundles.

You've completed your second mission. Feel free to post about what you're doing before your next mission. After all, there's no point in going to the haunted house in daylight...

Anyone who wishes to take a couple of hours and use Diplomacy to Gather Information about the haunted house may do so. You can either roll inside a spoiler or let me know that you'd like me to roll.

GM Screen:
1d6 ⇒ 4
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 7 ⇒ (12) + 7 = 19
Filtune's Fort Save for disease @ stage 1: 1d20 + 7 ⇒ (11) + 7 = 18

-----

As night falls, you set off on your third mission.

The moon is low and full as you head to the Precipice Quarter in the southwest of the city. The entire neighborhood, if it can be called that, is perched high on a steep, crumbling hillside. Here and there, clumps of ruined houses stick out like scabs on the slope, the only remnants of the once-prosperous district that was sheared into the sea by the earthquake that devastated the city 22 years ago.

Before you, a silent and ominous presence, stands the infamous Mavedarus Manor. Before the disaster, it would have been a grand, three-story building with manicured lawns. It might have commanded the respect and envy of its neighbors. Now, the upper floors have collapsed; piles of broken masonry and rusted iron ornaments lie strewn about, and the grounds are a tangle of weeds and dead shrubs, their skeletal branches clawing at the night.

Two curving staircases lead up to a broad veranda bereft of its railings. [Area C1] Two openings that might once have been doors lead into the faint remnants of a solarium, while two more doors lead further in to the creaking house itself. A whiff of rot and decay seeps from the structure.

Please refer to Slide #10. You are entering from the south. I will assume your default exploration activities unless otherwise stated. Please move your tokens to wherever you'd like to go.


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PFS2 #1-01 Absalom Initiation slides

You are totally okay since it's GM credit - Filtune wasn't playing in those quests.

You can always assign GM credit to a char that is playing in an ongoing adventure - but you do not actually apply the credit (XP, etc) to that char until it finishes the ongoing adventure.


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PFS2 #1-01 Absalom Initiation slides
Jib916 wrote:
I was not sure If I suppose to move and increase my "bless radius" in the google slide. (Or if this is something usually only the GM does). What works best for in the future? :)

I'm perfectly happy with you moving your own tokens and setting your bless radius!

If a GM doesn't want you changing things, they could set the slides to read-only, I guess. I imagine if a GM had strong views in that direction, they would lay down the law at the start of the game. I've never met one who did, though. It's much more common that the GM wants the players to move their own stuff but the player isn't able to (because of the phone or whatever device they are using).

Note that Google slides (or any similar docs) have a Version History function that you can use to see what changes happened in the past, in the unlikely event that an issue arises.