Monday, August 31, 2015

Merik 3.3 - 03-19 The Icebound Outpost

The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get in the well-guarded Aspis outpost and escape with their lives and the information the Society seeks?

Here our GM did an amazing job!


Monday, August 24, 2015

Ace 3.1 - 03–25 Storming the Diamond Gate

Agents of the Pathfinder Society have discovered the location of a back door into their private demiplane that puts the entire realm at risk of plunder and exploitation at the hands of the Aspis Consortium. Rather than close the access point into their adventuring paradise, however, the Decemvirate sends a crack team of Pathfinders to secure the gate for future Society use... at any cost.

This was really well done. I was surprised our GM was first time GM'ing for PFS.


Thursday, August 20, 2015

Ace 2.3 - The Confirmation

Played The Confirmation again, which has allowed my Bloodrager to turn level 3!

Monday, August 17, 2015

Shallahtar 1.1 - 07-01 Between the Lines

Rival explorers have beaten the Pathfinders to a valuable site in Katapesh, but fortunately most of the riches—including the obscure text the Society sought in the first place—have ended up in the capitol’s extensive bazaars. What is at first a routine shopping trip spirals out of control as the PCs uncovers the writing’s secret past—and secret messages.

Here I GM'ed this game and made extremely irritating mistakes that caused the game play to slow down. I felt I did a pretty good job in the beginning, but the final mind-scape was choppy. Are are the things I SHOULD have done to make the final encounters enjoyable:

1. Mind-Scape Room To Room Transitions - Get each player's will save modifier, and roll their will saves silently for the players. That way as they go from room to room the will saves are automatic and seamless. Be very careful describing the 'weird' items in each room that will have the party transition to another room. With the private will save rolls, you can ensure the party feels like they are in a dream and reality keeps shifting as they go between the astral plane layers.

2. Shadow Conjuration Creatures - The will save modifier is also used for the shadow conjuration creatures the players fight. In which if they win/fail the save it modifies the damage the creature takes, as well as the amount of damage they can inflict. 
http://paizo.com/pathfinderRPG/prd/spells/shadowConjuration.html

"...Shadow conjurations are only one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the spell can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur..."


3. Archivist Prep Before Battle - The Archivist deploys his Arrow Magnet before combat starts, not after it starts.

Monday, August 3, 2015

Tusk 8.1 04-10 Feast of Sigils

In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition?
Written by Dennis Baker
I didn't really enjoy this one, the fights were fast paced and quick. And it was only a couple of fights that we had. Short and usual compared to other adventures.