The Exchange Faction Card questions


Pathfinder Society


Hello Everyone. I was wondering if you could help me out a bit. I posted this question elsewhere but didn't get any responses so I figured I would start a new thread to ask.

The Exchange wrote:
Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.

Does this mean that if someone else in the group makes a diplomacy check and we avoid conflict, do I get to mark it? Normally it's things the character does but technically I avoided conflict if my group talked the bad guy off of attacking us. If I am wrong, no big deal, was just looking for some clarification.

The Exchange wrote:
Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

What exactly does this entail? I understand the check part but in game what situation is it that I would be "mapping a path" or "opening doors to a smuggling enterprise"? I guess I would like an example for each of the skills because I don't really understand what it's asking me to do. Thank you for anyone who can clear this up for me!

Lastly, I was told that these cards become legal when Gencon happens. I started a play by post 2 days ago (before Gencon) and its clear it wont finish till after Gencon. Does that mean this faction card is legal this adventure or do I need to wait till the next to use this card. Thanks again for anyone who can clear any of this up for me.

4/5 ** Venture-Agent, Massachusetts—Boston Metro

Generally, GMs are encouraged to give a little leeway in terms of these Faction Goals, as the intent is to encourage roleplaying in the manner of what your faction wants and is espousing. That said, here are my takes:

Resolve an encounter non-violently: As long as a PC is contributing to the end result of avoiding combat, I would count this for them (if its successful of course). I wouldn't require an Exchange player at my table to be the primary Diplomacy-roller for example, but he should be trying to help, via Aid Another, helping brainstorm how to avoid trouble, chipping in towards the bribe money, etc.

Create a Trade Route: This is a bit trickier, and possible could be clarified, but as is I interpret this as a skill check you can make during the 'background' parts of a scenario, so long as it's appropriate. Asking around for a lead by the docks? Take a minute to find a sailor and Intimidate them to turn a blind eye to a new shipping route. Adventuring in the wilderness? Maybe your Geography or Survival skills get you to notice and mark a glen that would be a great shortcut for caravans.

As long as there's a solid argument to be made for how they could be applied to help the Exchange, I'd likely allow a check to be made for this purpose. (Though not everywhere will be able to have these routes. I'd be skeptical if a PC tried to see if a Gloomspires level could support a thriving trade route for example.)

As for the cards, my understanding is that once you begin an adventure, your PC is 'locked' in until it completes, which would to me imply that since the Season 9 cards weren't active when the scenario began, you'll need to wait until the next one (though you can still use the Seaosn 8 one).

My 2 cents anyway.


Thanks for the reply! I appreciate your insight. I would agree with your interpretation of resolving it non-violently I just wanted to check with others to make sure I was making the right call. Thank you for shedding some light on trade routes. The problem with it is that it would require so much knowledge of the area (as a player) to establish new trade routes. You would need to know that the route isn't already one. If all GMs have the same interpration as you,than it works for me. I just didn't understand it and thought it was a poorly written goal. And lastly, that is what I was worried about but I guess it makes sense. I just was hoping it would work out for me.

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