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Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber. *****Venture-Captain, Washington—Seattle 159 posts (392 including aliases). 12 reviews. No lists. No wishlists. 31 Organized Play characters. 1 alias.


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

This doesn't have any bogged-down parts and it didn't run noticeably long for me. Based on my 2 runs (1 online and 1 in-person) and my admittedly vague impression of your GM style and table control formed from remarks you have made in the past, I feel it is unlikely that you would feel rushed in a 5-hour con slot even if you had lavish terrain absolutely everywhere.

But to answer your question, the garden encounter is a minor speed bump. The first-floor encounter could run somewhat longer depending on how many flying things are around and how annoying they want to be to the party. This is IMO the most visually interesting part of the building and the scale problem is unfortunate. The second floor does indeed run very quick if the party is decisive. Doing terrain here would maybe make this floor a bit more memorable for players... Whether you think that's worth doing for an area with (as you say) no combat I guess depends on whether you would enjoy going slower while subverting player expectations that something nasty must happen here because why else would the GM build out terrain, right? My experience of the final encounter is that it isn't particularly long for the rated severity so I don't think the rest of the build would have to go unused.

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

You might find it convenient to filter by "venue" to see the tables for slot at a time.


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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

From Page 6:

If the PCs decide to travel along the tracks using the service cars, proceed immediately to Event 2: Traffic Glitch. If PCs decide to travel using this option, they can navigate to either the Freemarkets or the Security Resources Pavilion, but they must overcome the obstacles in Event 2 first. Though the track runs all the way to Drifter’s End, a barrier of twisted metal too heavy to remove without specialized equipment prevents PCs from skipping ahead to this location.

The PCs can choose to skip the Freemarkets, but they do not have to. There is more than enough time to run all the content in a 4-hour slot so unless they really want to skip a location, you can encourage them not to.

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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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

Daniel Baker wrote:
Seems a bit harsh to have a PC waste a phase learning they have none .

If they asked for strength/weakness and there are none, I would just give them some other information (i.e. skills to use) instead.

When diffusing the explosives in area A2:

- each attempt takes 1 minute;
- the PCs need a number of successes equal to the number of PCs;
- if they take more than 3 minutes they are fatigued.

So even with a minimum size party of 4, with no failures, they will definitely be fatigued...

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

The items listed on the Chronicle sheet do not appear in the scenario and seem to be out of whack for the tier. Is this an error?

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

The base Grindylow (Bestiary 2) doesn't have anything like the Tangling Kelp ability - it has a tentacle AOO as a reaction - so Tangling Kelp is likely an intentional addition to the zombified creature as opposed to an oversight.
Reading the text of Tangling Kelp, it is entirely passive (it doesn't require the zombie to actually do anything), so the intent may simply be that it can only proc once per turn as opposed to being (say) an always-on aura.

On a different topic: the text for Reel In under the Sea Devil Impaler says it pulls 10 feet on a success and 20 feet on a critical success, but no mention is made of a check. The intention here was probably Athletics check vs. Fort DC, as with the same-named ability of the CR7 Culdewen (Bestiary 2). [There is another creature (Drakauthix, CR9, Bestiary) with a Reel In ability that does not require a check, but that does not seem to be the intent here.]

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

Agree that the GM needs to hint about returning the evidence to get PCs to do it, but there are other ways to get the secondary, so not really a huge gotcha.

Seems to me that challenges outside the museum are 1 round except for Wind, and failure there means extra rounds spent outside for those PCs who have to keep rolling (up the max of 5 attempts).

I don't think the creatures in the museum should damage display cases, but AOEs from PCs might (like with the bag of stuff under the corpse in #2-03).

The only place where urgency really matters seems to be between the challenges outside the museum and the final fight, when obviously bad things are happening in there, so PCs can't really be stopping to do rounds of Treat Wounds before heading upstairs.

Ran this tonight, and the fights at 28 CP weren't a hugely difficult challenge for what would seem a rather unbalanced party, but this is a group that plays well together (and I'm a kind and gentle GM really).

Off-topic, I'm curious to know the reason why Valsin refers to Rashmivati as Shristi's brother.


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Replied in email - TL;DR is that everything is now good. Thank you so much!

Much love to the customer service team.


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Hmm, looks like my post got skipped?


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1. I made an order on Aug 5 of mixed physical items (minis) and PDF items and applied $80 of gift voucher codes to it, then selected a shipping method with USPS and everything seemed to be good. The PDFs were delivered and $9.30 of the gift voucher amount was applied to the PDFs, but instead of shipping immediately as expected, the physical items were moved to ship with my subscriptions in order 3267242 and the remaining $70.70 value of gift vouchers I applied was apparently lost :(

2. Then, when the combined order 3267242 was apparently processed, I never received it (and I did not get any notification from USPS Informed Delivery that a package was to be delivered from Paizo around that time) - so I am still missing both the physical items from the initial mixed order, as well as all my subscription items for that month.

I sent 2 separate emails about these issues (which are still in the backlogged queue) but am consolidating them here because I believe the 2 problems are related.

Thanks for looking into this!

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

Online Guide Team Lead - JTT wrote:
Change log from 0.x to 2.0 is up on the guide. I think we caught everything, let me know if you see something we missed.

The link called out below in Consumables (Level 13 - 14) is still incorrect.
logsig wrote:
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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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

Handout #2 as laid out in the scenario is not particularly suitable as a handout for players.

For GMs running on VTTs, you could take a screenshot (zoomed out of course) of your actual map while in player mode (so all your super-sekrit GM notations don't show up), suitably crop and save that as an image, to use as the player handout.

Or just do without the handout altogether, by simply not using fog-of-war/dynamic lighting on the actual map, which will have pretty much the same effect.

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

David Nadler wrote:
If those were the answers given at GenCon, I'm wondering if the scenario changed between then and the released version now, because those responses do not match the text in the scenario as written.

No, the scenario did not change, and yes, the answer did not seem to really jibe with our understanding of the text.

The consensus among GMs in the GenCon thread (if I can use the word consensus regarding a discussion that was to be honest just Eric and me), is that the party is going to naturally make that time calculation based on their normal speed, not counting on any boosts that may or may not happen due to their potential success at the exploration activity, and want to buy horses. As GMs we we were trying to figure out a way in which that works out ok, i.e. doesn't violate the terms/intent of the scenario, and doesn't lead to massive party fail, hence all that talk about horses and dismounting before combat.

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).

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

This is a summary of the things that were said on the discussion channel for SFS #3-00 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.

Several people called out the Content Warning (on the Table of Contents page).

Regarding the boon from SFS 2-24 Cornered Rat (L9-12)-

There is no mechanical effect from the boon in 3-00, sadly.

Thursty via Alex Speidel wrote:
it was missed/cut out at the last minute, so our apologies, our bad, it doesn't do anything in 3-00. However, depending on the outcome of this scenario, it might have effects in the future...
Alex Speidel wrote:

100% our bad and you are free to blame us for it

but, y'know, be nice

Regarding secret doors on the map for part 4 -
A map with the secret door markings removed was reissued in the download in response to requests for it.

Regarding the high-level mercenaries in the vault -

Alex Speidel wrote:
they're there to dissuade PCs from going off-mission to the rest of the vault.

Regarding the shrines and doors in Part 4 -

Shrine in H1 -> Checkpoint 1 -> Unlocks and open secret doors in H1, unlocks red doors
Shrine in H2 -> Checkpoint 2 -> Unlocks blue doors (not strictly necessary; players might skip this) -> Second Wind condition
Shrine in H3 -> Checkpoint 3 -> Unlocks yellow doors
H5 (no shrine) -> Data for shrine in H6; fight Iroiveth
Shrine in H6 -> Checkpoint 4 -> Unlocks purple doors.
H7 -> If party skips H5 and jumps to Checkpoint 4, they fight Iroiveth in H7

Alex Speidel wrote:
don't skip the blue doors, just because it might be necessary if the Iroiveth fight spills out into the hallways later, plus there's a trap in H4 so it does matter how teams get between H2 and H3.

Regarding the Hacker's Curse trap-

Alex Speidel wrote:

I'm going to be nice and say that:


    * The Hacker's Curse on page 20 only affects one random item, not all items in reach, but that any item in that 60ft radius could be the target (clarification: one player at random makes a save for one item at random).
    * In Subtier 5-6, items of 6th level or higher get to make the save
    * Do remember that while one item is affected to start, anything it touches can become cursehacked

Note that the Emergency Triage condition can remove a curse from one item. Alternatively, remove affliction (spell level 3).

Regarding Action Mission 1 -

There are no stats for Denanne, assassins should target the PCs (starting with poison darts first).

Regarding Action Mission 2 -

The crates and the pile of waste are the same thing (to climb to the conveyor belt using an easy Athletics check).

Regarding the Mountain Eel's position on page 30 -

It comes out of the stream.

Regarding the trap in H6 of the final map -

The trap has a manual reset but Datch or Iroiveth could theoretically reset it after the 4 rounds of tendrils.

Regarding infamy for killing Datch -

Report what the table decided as a whole in the reporting conditions, but only give Infamy to the characters that actively participated/voted to kill Datch.

Regarding GM credit -

You can GM for character credit once in each replay tier (1-4, 5-8). GMs can hold credit to apply later if they don't have a character in-tier.

There is an open question on Iroiveth's stats being too low for Tier 3-4.

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

This is a summary of the things that were said on the discussion channel for PFS2 #1-25 on the GenCon Discord (where it was discussed before general public release of the scenario), preserved for posterity.

Regarding the bi-resonant wayfinder not being on the Chronicle -

Michael Sayre via Alex Speidel wrote:
"Ok, the reason it is not on the Chronicle sheet is because the players actually already have access to it by virtue of being members of the Pathfinder Society, so it was pulled from the Chronicle in D2. There's no harm in including it to signal to the PCs that they might want one, but it doesn't actually change the game state to have it on the Chronicle sheet either."

To clarify further,

Alex Speidel wrote:
Page 110 of the Lost Omens Character Guide wrote:
The following Pathfinder Society options are uncommon, but characters who are members of the Pathfinder Society have access to them.
As all PCs are, by nature, members of the Pathfinder Society, the options on page 110-115 are legal for all PCs (as long as you own the book).

Regarding the trap in area A2 -

Falgaia wrote:

Trap in A2 is super odd since its a trapped door that doesn't open, and yet high tier trap trigger is that the threshold of the door is openned, assuming I'm reading this right

just gonna assume that RAI is trap goes off if an open attempt is made.

(for what it's worth, I agree with that)

Regarding clearing curses (for Pharoah's Ward hazard) -

Organized Play Guide for PFS2, Player Basics page, Negative Effects section, as pointed out by Sebastian H wrote:
The Pathfinder Society has resources to take care of its members, and many of the possible negative effects an adventurer can be subject to during an adventure are assumed to be taken care of during Downtime. The exceptions to this are death, permanent petrification or polymorph effects, curses, and permanent negative conditions (Core Rulebook 618–623) acquired during the course of the adventure. These negative effects must be cleared at the end of the adventure or the character must be reported as “dead,” unable to continue adventuring in Pathfinder Society organized play. Most of these negative effects can be cleared by spending Fame for the appropriate service on Table 2: All-Factions Boons. Other PCs may use their spells, feats, class abilities, or consumables to assist you in recovering from such negative effects, but they aren’t required to.

However, there is not an entry in the All-Factions boons table regarding curses, so unless the party has or can obtain a scroll of remove curse (70 GP) and one of the party can cast it, it seems perhaps the character must purchase spellcasting services (4th level, 40 GP). Unfortunately, spellcasting services are listed as Uncommon so PCs don't normally have access to them - but perhaps a kind GM might say the Society gives them access for this purpose.

(Or, and this seems a bit extreme, the PC could always die and purchase resurrection for 25 fame using the Resurrection Plan boon.)

Various people also pointed out things in stat blocks e.g. that DCs did not necessarily scale between high and low tier or, e.g. Bolster is missing from the Organ at high tier.

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

This is a summary of the things that were said on the discussion channel for PFS2 #1-24 on the GenCon Discord (where it was discussed before general public release of the scenario), preserved for posterity.

Regarding how to run the exploration point mechanic -

The following seems to be a reasonable interpretation, as advanced by Eric (I agree, for whatever that's worth):
a) Use the lowest PC move speed (taking into account boots, mounts if bought etc)
b) You have four checks, one pc rolls, others can aid, earning -1/0/1/2 per check, summed over the four checks
c) when they reach Gorum Pits, calculate their effective speed. If the got 5+ EP use the lowest party members speed. IF they have fewer than 5 EP, add the +5/+10 as appropriate, then 1/2 for the difficult terrain.

Regarding VC Dagur Hawksight apparently discouraging the party from buying mounts -

Michael Sayre via Alex Speidel wrote:

"The VC doesn't tell them not to take mounts, she says buying mounts might seem like a good investment, but they'll probably die, which is true. The hazards are the krooth and the steaming fields, which will obliterate a standard horse. They have the Hustle and Shortcut Through the Wastes activities to help accelerate their speed, as well as the VC giving a speed-boosting item to the slowest member of the party.

I can poke at the particulars a bit more, but if you assume the party is actively using those activities as suggested in the adventure, it should work out with the listed timeframes. And if they buy horses, it'll go faster but the horses will almost certainly die in any of the encounters the PCs face, but particularly the steaming fields."

Also note the following regarding the Hustle exploration activity - the scenario mentions that Hustling only makes a difference if done for at least 1 hour, and -

Core Rulebook p.480 wrote:
You can Hustle only for a number of minutes equal to your Constitution modifier × 10 (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

Regarding horses getting killed -

There are arguably opportunities to dismount in both cases before the combat so that horses are not brought into the fight: (a) noticing body of half-eaten creature, and (b) figuring out cause of acid. This is especially a good idea for a mounted party anyway, anytime an encounter seems likely, if the mounts are not combat-trained (and would be likely to flee) - to tie them up some distance away. (Aside: It seems from the comment by Michael above that this may not have been the intention of the scenario, but a kind GM might not see a good reason to disallow it.)

Regarding the conditions under which party members get access to the adamantine chunk and formulas -

Tonya in the VO Discord via Eric Nielsen wrote:
"you have to talk to a particular townsperson (Khonnir Baine) for the formulas. So if PCs talk to Baine, the formulas stay on the Chronicle, regardless whether purchased in game. If they don't talk to Baine, the formulas get crossed off the Chronicle."

So the understanding here is that the PCs don't have to buy the stuff in-game, but can buy it off the Chronicle sheet later (though this only really makes a difference in the case that they didn't have enough money during the game and would have to be spending the rewards from this scenario in order to afford it).

There is still an open question whether only those characters trained in Crafting should get access (which seems to be the implication, otherwise why mention 'PCs who are at least trained' at all in regards to the conversation), or if the party as a whole gets access regardless. That aspect probably isn't such a huge deal though - if a character was going to ever take Crafting it's quite likely they would have done so by this point in their careers, and if not, they probably don't care about the formulas.

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

There was a discussion about this on the OP discord in the scenario specific channel for GenCon in which we basically say the same thing you just said. Yeah, it is wonky, but in practice it works out just fine to do the "final total to the whole trip" thing, just don't draw too much attention to it.


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Routamaa wrote:
Are those Skeletons old friends of Valeros as that emblem on the shield and banner is the same Valeros has on his shield in his Iconic picture??

Valeros picks up lots of his stuff as loot from random places, so not necessarily. But yeah, I would love to know what that emblem belongs to.

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.

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

The Fort Save DC for the elderly giant tarantula's venom in low tier (25) is higher than the DC for the regular giant tarantula in high tier (23). This is probably not intended.

Eric Nielsen wrote:
the hobgoblin squad actions seem very weak compared to the PCs and if I'm reading it right they only take one action (not 4 of them). I was expecting a more pronounced single very effective action given the description in the text, compared with what's presented in the appendix, seems hard to show off their 'combat powress and coordination' when as a group they are less effective than a single PC.

Agree with that. The problem (I guess) is that in order to have them participate on the same level as PCs, the fights would have to be made a lot harder, and as a result the combat would a lot riskier (swingier) for the actual PCs. The 'workaround' is the approach used in the spider fight - to have the hobgoblins be fighting other foes off-screen.


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"The Jewel of Turmish" by Mel Odom.

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

Exton Land wrote:
Should we assume the cannons can shoot up, or even at something on the deck? Or are they only the ones below deck?

It makes sense to me that cannons shouldn't be used them in a way that makes it likely they would damage their own ship. Logically, this would also suggest that the BBEG should stay above the ship as much as possible to thwart the cannon-firing, but maybe it's not that smart about naval affairs.

Exton Land wrote:
Quote:
Critical Failure As failure, but the condition doesn’t end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition ends.
So wait, it ends automatically on a failure after 1 round? Did this get edited out somewhere?

The Will save at the end of each turn is probably intended to be the same for both Failure and Crit Failure. My best guess is that the "ends automatically" refers to the Fascinated condition ending if the target is attacked.

Fascinated Condition wrote:
You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks [...] This condition ends if a creature uses hostile actions against you or any of your allies.


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By the gods! With a pack Blarghests I could take over the world...

...naw, too much work.

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

Stuart Tindall wrote:
I have one question about the trap in the Crown's Vault. The description says the key will only turn when placed in the opposite seasons alcove, but gives as an example winter-spring. Are the seasons opposite as in opposite sides of the east-west hallway? I thought that they would be opposite diagonally which would give Autumn-Spring and Winter-Summer pairings that seem logical. However, we are given two examples in dialogue of npc's greeting other npc's that give season pairings of winter-summer and winter-spring so I am completely confused. Could it be that any seasonal pairing works for the keys, you just can't put winter's key into winter's keyhole?

I believe the intention winter-summer, spring-autumn. The part of the hazard's stat block describing the alcoves pairs the opposites in this way very clearly.

The unfortunate example describing winter-spring keys, and the one NPC conversation using winter-spring, are probably editing errors.


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Fungus
Thomas Keller wrote:
I added both to my "Campaign" list. Is there a way to organize them in a different way? I'm not seeing the "Custom" button from the slide presentation, and I'd prefer a horizontal sorting like in the slide over the vertical sorting it has now.

Numbat will probably go over that here soon, but short answer is you can do that with a browser extension called Paizo Campaign Tools written by Oladon.


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Fungus
Thomas Keller wrote:

Yes, I'd like to know all of those things.

Also, I'm having some technical difficulties. I'm trying to sort them in the "Website" forum, but if you can direct to some kind of guide, it would be appreciated.

So, should we link to the Cottonseed Lodge and Flaxseed or just Cottonseed since we'll be in PFS2?

Looks like you got your avatar issue sorted out there?

Whether you dot into Flaxseed, the PFS1 lodge, is totally up to you - if you don't intend to play PF1 you can ignore it most of the time, but as Numbat said in the slides, the Flaxseed page has links to Events (online conventions) which include PF2 games. It may be convenient to have it in your campaign list so you can easily find it.

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

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I believe that Halgur's GM might have been remembering a rule from the Universal Monster Rules of 1st Edition, which states:

1st Edition Bestiary, p. 301, "Incorporeal (Ex)" wrote:
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be.

However, this rule does not exist in 2nd Edition - as Rysky pointed out, this language is not present for the Incorporeal trait in 2E (2nd Edition Bestiary p.346).

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

Yep, it looks like a chasm so I treated it as one - and I believe that it is intended for the other foes to see/hear and either try to join the combat or otherwise interfere. If it was intended otherwise, the encounter description would not have bothered to specify the following.

Encounter C1 description wrote:
If scaling the encounter in B1 introduced additional animals, do not include these additional animals in this encounter. Stagger the threat provided by the opponents so that the PCs do not face the primary antagonist during the first round of combat.

(Note that the boss group starts at the opposite end of the map from where the PCs enter, so it's quite likely that the boss group won't be in a position to do anything in the first round of combat, anyway.)


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Fungus

Hands out notepads and pencils, takes drink orders


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You can totally use a character that has existing PFS2 tabletop credit in an online game. Regardless of where you play, it is all the same campaign.

However, note that a PFS scenario will run weeks on PbP so the character you use will be occupied for the duration.

In other words, don't use a character you might want to play elsewhere in the meantime.


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Hello! Numbat invited me to join - I'm one of the regular PFS2 GMs in my area. I run face-to-face and online.

My goal is to help. Yes, help. If I had more arms, I could be even more helpful.

Welcome to all who are new to PbP and/or PFS2!

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

Yep, they're nice! Agree that any text on them should be a direct quote, not paraphrased (though of course the full text may not necessarily fit).

I could see printing and using them (as a player). As a GM, I'd be leery of setting a precedent which may cause your players to start expecting cool 'gifts' along with their chronicles... your fellow GMs in the area may not appreciate that escalation of social pressure.

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

Nifty Butterfinger wrote:


I can see this point too logsig, but I seem to recall somewhere the adventure mentions that the animals specifically attack the wagon/cover to get at the items inside and the druids or their companions specifically attack the animals and wagon/cover.

You're right, the horses would be attacked if the wolves won initiative and no PCs were able to intercept and draw their attacks. If the PCs damage the wolves, they stop attacking the horses.

Lots of things will attack the wagon cover. Whether attacking the wagon/cover (as opposed to the horses) counts for the horses being "in combat" is up to you.


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TheBigBlueFrog wrote:
I can’t find this anywhere in the scenario. How much money is in the coin purse given to the party by Venture-Captain Bjersig Torrsen in the pre-mission briefing?

It's not stated. I assume it's enough to handwave the cost of the equipment listed in handout 1 for the purpose of playing the scenario. I tell players to use their own funds to buy anything they want to keep after the scenario.

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

Nifty Butterfinger wrote:
How did some of the rest of you handle the Riding Horses where the CRB says (pg 294 - under the Animals heading) that normal animals in combat become Frightened 4 and fleeing as long as they are Frightened?

If the party successfully uses Command an Animal, the horses don't flee -

CRB p 294 wrote:
If you successfully Command your Animal using Nature (page 249), you can keep it from fleeing, though this doesn’t remove its frightened condition.

Practically speaking, other than in Encounter A, where the "horses running away" mechanic is explicitly called for, as long as the PCs aren't using the horses as meatshields, I'd use a generous definition of when the horses are "in combat" and avoid having them go running off all the time.

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

Organized Play Guide, PFS 2nd Ed, Player Basics, Character Creation section wrote:

Generate your Pathfinder Society character’s ability scores using the method detailed on page 20 of the Core Rulebook. Your character may also take two additional ability flaws to gain one additional ability boost as described in the Voluntary Flaws sidebar on page 26 of the Core Rulebook.

Link here.

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

Zach Armstrong wrote:
Thanks -- was this new scaling mentioned somewhere and I just missed it?

It appeared in 1-12 without much fanfare. But there are posts drawing attention to it in this forum, as soon as it came out, and M. Sayre talks about it in several places, e.g. here.

------------------

Anyway, with regard to runtime, here're some more (arguably useless) anecdotes.

I ran this scenario twice face-to-face - the first in low subtier with 4 players (levels 3, 4, 5, 5) and the second just barely into high subtier under the new scaling, with 7 players (levels 3, 3, 3, 3, 4, 5, 5).

The low subtier 4-player table ran a little bit more than 3 hours and they killed the BBEG. 3 to 3.5 hours is exactly the average runtime I expect when running a table of fewer than 7 players.

The barely-high subtier 7-player table ran 5 hours and they only wore down about half the BBEG's HP before the 8th-round timer kicked in to end that combat. 5 hours is noticeably longer than the average I expect, even when running for a 7-player table, which is not uncommon in my venue.

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

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Zach Armstrong wrote:
1) Why does the low subtier adjustments for C. contain 16-18 Challenge Points?

This is the new scaling that is easier on large parties of low-level characters. When the party is only hitting the high tier CP due to number of players, they should play down. This approach was started in #1-12.

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

I agree that the quests bring unrelated is a surprise to people who expect them to be coherent.

As to the Chronicle speed...

I always prefill all the boilerplate stuff, especially the line at the bottom of the chronicle, before coming to the table. In the quests there is no secondary objective which might result in different Rep gained, so there's even less at-table filling needed. The only thing you have to fill at the table for quests is their slotted faction name (use abbreviations), earned income and level-appropriate treasure-bundle gold.

I ran the first 4 quests in the same way as you did for a table of 7 players with one player only doing the 2 repeatables, one using a different char for one quest etc, and with the prefilled chronicles it took maybe 10-15 seconds total per player including up to 4 income rolls, which is only marginally more than the time I would need to fill chronicles for a normal scenario.

(Also speeds things up tremendously if you know the relevant parts of the income tables well enough that you can do it from memory and don't have to look them up.)

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

NielsenE wrote:

Two questions that I have after prepping this (and reviewing this thread)

1) If the PCs fail to befriend/recruit any of the people who have 'safe houses' for after curfew, what are their options?
a) Can they return to their ship each day to rest/plan?
b) Do they need to rent a room at an inn?
c) (I think the warehouse and the Rockfish are the two provided safe houses. Can they stay at Fitch's hide out, or the families house?)

I don't think returning to the ship each day is expected behavior and if you want to discourage it you could point out that the guards stationed at the docks would be seeing a lot of going back and forth and might get curious.

I don't see a problem with the party renting a room at another random inn (paying standard rates just like actual merchants would). It might be a bit conspicuous to use a random inn as a staging area if they want a bunch of the refugees to meet up there though. It seems reasonable to allow them to use the other locations you mentioned, if they somehow didn't get access to the warehouse or the Rockfish.

NielsenE wrote:

2) How much care needs to be taken when getting rafts to the sewers? Feels like that would be a suspicious activity in the town, but nothing is called out. Basically hand-wave it, but try to encourage some planning?

Definitely smells handwavy, but as long as they say they're being careful, scouting ahead to avoid guards, etc. That assumes they actually go with the raft option, of course. The table I ran stole, er, borrowed a fisherman's boat for that purpose, and used the barrels for a different crafting project.


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Thank you for adding them!


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PFS2 Scenarios #1-12, #1-13 and Quest #6 are not reportable.

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

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Thod wrote:
logsig wrote:
Thod wrote:
But there isn't a fortitude save value that I could find. Please let me know if you spotted one or if I misinterpret the rules here.

The scenario specifies DC 15 Fortitude (DC 18 in high subtier). Page 10, in the paragraph starting "Filth Fever".

The Remove Disease scroll requires a counteract check so you need the disease DC in any case.

What I mean is - if you don't use the scroll.

Saving throw for Vurna is her Fort save + bonus from antiplaque + bonus from 8 hours treatment / medical help.

Antiplaque gives you a +2 item bonus
Treat disease gives +2 for success and +4 for critical success

Vurna is a dwarf ranger. As such I would assume she is at least +6 (4 for expert fort from ranger, +1 level, +1 constitution being a dwarf and assuming now flaw was used).

But there is no stat block / Fort save for Vurna in the book.

You don't need her fort save for the treat disease case - the scenario explicitly says (as Matthew pointed out above) she makes it if your party succeeds in their medicine check to treat disease. If the party does something else helpful, just treat that as a bonus to the medicine check.

As for the location of the city, the map on page 109 of LOWG is canonical for the present day, i.e after the events of the Return of the Runelords AP and the creation of New Thassilon.

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