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Re: Plaguestone @ WC Discussion Thread
Posted: Thu Sep 02, 2021 8:17 pm
by Homunculus23
Awesome, thanks
Now - there was something about "side quest"?
Re: Plaguestone @ WC Discussion Thread
Posted: Thu Sep 02, 2021 9:44 pm
by slate
The pertinent info:
Pathfinder Adventures: Stand-alone adventure books that take one or more sessions to complete. Many Adventures are sanctioned for use in the Pathfinder Society campaign.
Adventure Mode is used for adventures not published for society play, and allows the GM more freedom to adapt those adventures, including running the adventure in Pathfinder using GM house rules, and the ability to alter encounters and statistics found in the adventure.
Campaign Characters are characters that are designed according to the GM's House Rules.
Pathfinder Adventures are run in Adventure Mode using Campaign Characters. Campaign Characters are NOT valid for society play. At the end of an Pathfinder Adventure, you get a chronicle sheet which you can apply to any of your Pathfinder Society characters. It grants 12 xp, 30 treasure bundles and some other things. You apply the XP 4 at a time, 10 treasure bundles in each 4xp increment and 8 days of downtime per 4xp increment.
Let's take a level 2 PC with 4 XP toward level 3. The PC would get 8XP at level 2, 20 treasure bundles worth whatever level 2 treasure bundles are worth, and 2 x 8 days of downtime at level 2. Then the PC is leveled up, and gets the last set of 4 xp, 10 treasure bundles, and 8 days of downtime at the appropriate values for level 3.
Re: Plaguestone @ WC Discussion Thread
Posted: Sat Sep 04, 2021 12:24 pm
by CDragos
Actually, after giving it some thought, your characters can keep or sell anything they find. The PCs are specifically made for this adventure, so, they're basically "home game" PCs and, therefore, not legal for society play. After Plaguestone, if I happen to run a level 4 module, I would allow you to play the PCs if you'd want to and carry over the items you found.
So, yeah, keep or sell whatever you find.
Re: Plaguestone @ WC Discussion Thread
Posted: Sat Sep 04, 2021 1:14 pm
by greywizard77
So are we still getting chronicle sheets for this, then? Yeah, I didn't expect to play this toon in another PFS games, just to get the chronicle for another character.
Re: Plaguestone @ WC Discussion Thread
Posted: Sat Sep 04, 2021 1:51 pm
by CDragos
greywizard77 wrote: ↑Sat Sep 04, 2021 1:14 pm
So are we still getting chronicle sheets for this, then? Yeah, I didn't expect to play this toon in another PFS games, just to get the chronicle for another character.
Since you used the term "toon", which annoys the f*** out of me, everybody except you gets a chronicle.
Yes, you are all getting chronicles. You'll have to choose carefully which of your PCs gets it, though, since there are many very unique items on it.
I'll bring a handout of some of the special items that you only get to choose one of. I've seen people hold the chronicle to make a new PC based off the items awarded.
Keepsakes are posted below.
Re: Plaguestone @ WC Discussion Thread
Posted: Sat Sep 04, 2021 2:16 pm
by CDragos
Chronicle sheets for adventures will occasionally include a section for “Keepsakes”. It is generally assumed that a character will only acquire one keepsake per adventure; once a player has applied this Chronicle to a character and purchased a keepsake from the list, they must cross the remaining items in that list off of their Chronicle sheet. This allows them to repurchase the chosen keepsake or even share access to it with other characters using inheritor boons or other options that allow a player to share boons between characters, but all other items cease to be available (though they may be available for acquisition later through the Achievement Point system.)
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Keepsakes► Show Spoiler
BORT’S BLESSING: (ITEM 5; RARE: DIVINATION; INVESTED)
Price 160 gp, Usage worn; Bulk —.
This ornate copper band has a small ruby set in the center, flanked by a pair of dwarven runes. The wearer of this ring gains the ability to understand, read, and speak one common language of their choice, selected each morning as part of their daily preparations. In addition, the wearer receives a +1 item bonus to Diplomacy checks to Make an Impression.
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MERCHANT’S GUILE (ITEM 5: UNCOMMON; ENCHANTMENT; INVESTED)
Price 160 gp, Usage worn; Bulk —
The band of this ring is made from blue- colored iron and has two sharp, decorative protrusions on each side of the red-stone inlay. It feels quite heavy and reliable. Wearing this ring grants you a +2 item bonus to Deception and Diplomacy checks, but only if the associated checks involve haggling or bargaining over a purchase or trade.
Activate [◆◆◆] (envision, interact); Effect: You can determine if an item is magical simply by handling it. You detect no other indication of its power, only whether or not it is magical, granting the effects of a 1st-level detect magic spell that affects only the object.
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RING OF MINOR ARCANA (ITEM 5; UNCOMMON; ARCANE; EVOCATION; INVESTED) Price 160 gp, Usage worn; Bulk —
This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips.
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RING OF THE WEARY TRAVELER (ITEM 5; UNCOMMON; TRANSMUTATION; INVESTED)
Price 160 gp, Usage worn; Bulk —
This fanciful golden ring has an ornate band cast with delicate, swirling decorations and is inlaid with three bright-green emeralds. While wearing this ring, you gain a +10-foot item bonus to your Speed, but only when determining your overland movement per hour. Activate[◆◆◆] (envision, interact); Effect You refresh yourself from fatigue. For 10 minutes, you can ignore the penalties from the fatigued condition. This does not remove the condition, it merely suppresses the penalties and drawbacks of having the condition. If something would cause you to become fatigued again while the ring’s power is in effect, the suppression ends, and you immediately take the penalties again.
--------------------------
STALWART’S RING (ITEM 5; UNCOMMON; NECROMANCY; INVESTED)
Price 160 gp, Usage worn; Bulk —
This fairly simple ring has no gemstone inlaid, but the band is cast to resemble a fanged wolf’s head. Once per day, during your daily preparations, you can meditate on this ring to grant yourself 5 temporary Hit Points. These last until your next daily preparation, as long as you are wearing the ring.
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WARRIOR’S TRAINING RING (ITEM 5; UNCOMMON; DIVINATION; INVESTED)
Price 160 gp, Usage worn; Bulk —
This ring is utilitarian in design—indicating its martial use. Its band is decorated only with a simple, sharp-edged sculpture on the band’s center. While wearing this ring, you add your level to your attack rolls with all weapons with which you are untrained. Activate [free-action] (envision); Frequency once per day; Trigger You make an attack with a weapon in which you’re untrained; Effect: You gain a +2 circumstance bonus to the attack roll. If you are an expert in any weapon, you instead gain a +4 circumstance bonus to the attack roll.
Re: Plaguestone @ WC Discussion Thread
Posted: Sat Sep 04, 2021 2:34 pm
by Homunculus23
I don't think I am following all this...
I was still just new to PFS when the pandemic hit, so a bit lost on boons and chronical sheets. But I built my guy with all PF books and kinda wanted to play him in more "adventure mode" games.
I am just bit more use to the D&D find-it, use-it, I guess. But really like the sheet ideas PFS has! Even if I am still learning it.
Re: Plaguestone @ WC Discussion Thread
Posted: Sat Sep 04, 2021 2:53 pm
by CDragos
Meggir is not a PFS PC. He is only a temporary character for this Adventure and possible future "campaign mode" games. You'll need to make an actual PFS PC to participate in PFS scenarios. If you do not have any current PFS characters or are unsure about applying this chronicle, the best thing would be to take the 3rd level credit on the chronicle, hang onto it, then apply it to a PC when they hit 3rd level.
Re: Plaguestone @ WC Discussion Thread
Posted: Mon Sep 06, 2021 5:52 pm
by DougErvin913
Since the characters only get a day to rest and advance i assume my wizard will only get the two free advancement spell and will not have time scribe any others? Also I assume only CRB spells? SOM has scorching ray that I would like to try.
Re: Plaguestone @ WC Discussion Thread
Posted: Mon Sep 06, 2021 11:50 pm
by Homunculus23
CDragos wrote: ↑Sat Sep 04, 2021 2:53 pm
Meggir is not a PFS PC. He is only a temporary character for this Adventure and possible future "campaign mode" games. You'll need to make an actual PFS PC to participate in PFS scenarios.
I want to play Meggir in other Adventure/campaign games, should we be splitting up the treasure and keeping track it instead of waiting on the chronic sheet?
Re: Plaguestone @ WC Discussion Thread
Posted: Tue Sep 07, 2021 8:34 pm
by CDragos
Homunculus23 wrote: ↑Mon Sep 06, 2021 11:50 pm
CDragos wrote: ↑Sat Sep 04, 2021 2:53 pm
Meggir is not a PFS PC. He is only a temporary character for this Adventure and possible future "campaign mode" games. You'll need to make an actual PFS PC to participate in PFS scenarios.
I want to play Meggir in other Adventure/campaign games, should we be splitting up the treasure and keeping track of it instead of waiting on the chronicle sheet?
Yes. However, another GM may not accept Meggir in their game since he was made for Plaguestone.
It's just like any other home game. Most GMs have policies about new PCs coming into their games.
Re: Plaguestone @ WC Discussion Thread
Posted: Thu Sep 09, 2021 8:54 am
by DougErvin913
Don't know if I will help or harm by adding to the discussion. This is the 3rd or 4th module I have played in. They give me an opportunity to try out some concepts I don't want to waste on an actual PFS character. In Plaguestone I am playing a wizard for the first time since D&D 2e. I did not like wizards in 3--3.5 or PF 1e. The beauty of playing a module is I don't end up with an orphaned chronicle sheet, I can apply it to one of my existing characters or an actual PFS version of Talisin. Yes he will start at 2nd level but that is better than ground 0.
Hope that helps
Doug
Re: Plaguestone @ WC Discussion Thread
Posted: Fri Sep 10, 2021 8:03 pm
by CDragos
You helped, Doug.
But remember, in PFS you can free rebuild any PC before they're played at level 2.
Wait... What!?! You didn't like wizards in 3.5 or PF1e!?!
Behold...
Professor Q's Expanded Wizard Guide!
Re: Plaguestone @ WC Discussion Thread
Posted: Fri Sep 17, 2021 10:31 am
by DougErvin913
Updated my character sheet for Sunday's game including all of the alchemy bombs we got and the potions.
Christian, I mostly played a magus in PF1. Close enough. For PF2 I am looking at playing an evoker and my already existing cleric. If nothing else Plaguestone has pointed out the need for a dedicated healer.
Re: Plaguestone @ WC Discussion Thread
Posted: Sun Sep 19, 2021 10:09 pm
by Homunculus23
DougErvin913 wrote: ↑Thu Sep 09, 2021 8:54 am
I did not like wizards in 3--3.5 or PF 1e.
You know, I've always felt wizards have been not up to snuff. It seems like they should get the most skills than rogues.
DougErvin913 wrote: ↑Thu Sep 09, 2021 8:54 am
The beauty of playing a module is I don't end up with an orphaned chronicle sheet, I can apply it to one of my existing characters or an actual PFS version of Talisin. Yes he will start at 2nd level but that is better than ground 0.
OK - so I think I'm getting this. I can make a second-level character and give them the sheet we get from Plaugestone. Then keep Migg to the side and if @CDragos or someone runs something like this again, just use what Migg had from the end of Plaugestone in that new adventure. Yes?
I was under the impression you could not make a second-level character to start, they had to have all sheets to bump them up to that level.