I added a rope to the PC's papercraft ship so that they can get to the crow's nest and also swing to the other ship from the ship's wheel. I added 1 inch marks to the rope and it's 35 feet from the bottom to the top. Just within range of a double movement.
If a PC wants to swing from one ship to the next, how do I let them do that? How do I GM that and how do I determine failure?
After reading the scenario, I decided to do most of this act without a map. I tend to write up scripts when I GM and here's how I handled this encounter.
THE VENOMOUS WOODS:
THE VENOMOUS WOODS
Act 3 (no map needed)
GM: Following the encounter on board the Hanspur’s Luck, the expedition resumes its course. The next morning, Lady Riverbane anchors her ship and leads you ashore. She gives you a very simple map that leads you to the place where the Black Marquis’s men are thought to be in the Venomous Woods.
LADY RIVERBANE: MY MEN AND I WILL STAY WITH THE SCRAG TO ENSURE THAT SHE DOESN’T FALL TO BRIGANDS OR ABOMINATIONS. WE DON’T WANT OUR ONLY WAY BACK TO BE GONE.
GM: You penetrate the eerie depths of the ancient forest alone. The journey from the shores of the Sellen River to the location marked on Riverbane’s map takes four hours at normal walking speed.
Dense masses of leafage impose an eerie twilight of dark green while forlorn trees speak of a bygone age where humans wrestled for survival in a land of darkness. Many thick sheets of giant webbing stretch like great shrouds around the gaunt trees and groveling bushes.
GM: The area is a maze of tree trunks, bushes, undergrowth, and webs.
Encounter 1 (Trap)
GM: You have walked a few minutes without incidence but I need everyone to give me perception checks.
Trap (page 9)
GM: Covered in gooey webbing at the bottom of the pit lies the broken corpse of one of the Black Marquis’s men. Give me a Perception check.
Mission Notes: A DC 10 Perception check notices that the corpse at the bottom of the maze’s first pit trap is missing its left hand. For members of the Cheliax faction, this feature identifies the body as that of Larkus Lockinvar. Obviously, the man is already dead, and all that’s needed now is to chop off his right hand. This requires first lowering oneself into the pit, and performing a DC 13 Strength check to free the corpse from the webbing.
GM: As you venture deeper into the maze, you spot a few more dead bodies hanging upside-down in giant spider webs—all members of the ill-fated expedition.
GM: Navigating the labyrinth isn’t a simple task. Everyone give me two consecutive Survival checks.
Note: Two consecutive DC 15 Survival checks are required for the PCs to successfully cross the labyrinth. Failing two of these checks in a row means that the party comes across another trap. Because all of these traps are of similar design, their associated DC Search check gets reduced by 3 each time.
Thanks. I enjoyed that scenario and I hope more use a bridge so I can reuse this.
Cyxodus, did you play a pregen in your first PFS game? I ask only because your gear is worth more than 150 gp and you have a wand of cure light wounds. It would also explain how close your initial build was to Kyra.
I GMed a few games and had two chronicles to apply to this character. I wouldn't know how close it is to Kyra because I've never played that character.
Here's the revised stat block.
@ Mergy & Kyoni....I've changed my character based on your suggestions.
Here's what I've got so far.
What do you want your cleric to focus on? Is he a spellcaster? Does he buff the party first and foremost, or does he assault the enemy? Is he a melee character: someone who makes use of his scimitar (or other favoured weapon if you change your mind on god)?
I don't know enough about clerics to know what style to play. Maybe a mix of fighter and healer. Don't know.
Thanks everyone for your help. Please keep the suggestions coming.
Here's what I've come up with so far. What do you all think?
I need to quickly build a cleric for tomorrow night's Society game (6/1/2012) and your help is greatly needed. I've never built or played a cleric before, so please nothing too complicated. Also, how do I play a cleric?
I've started working on the character but nothing is set in stone. Here's the stat block.
I'll be running Infernal Vault this Saturday in Danville, Va from 2:00-6:00 pm. If anyone is interested, please check out the event listing.
Don Walker wrote:
I believe Walter is correct. In PFS you must run adventures as written. If the players are in a losing battle and decide to surrender, and the adventure does not cover this situation, it is up to the GM to decide the outcome - whether that is paying a ransom, losing all their "good" stuff, being sold into slavery and taken out of play, being beaten and left for dead (or possibly surviving), or being killed outright.
Thanks for the info.
I'm a new GM (3 society games played) and I was wondering if PCs can just walk away from a scenario to save their characters? Can they also just give up to an intelligent NPC and how should I play that?
I've allowed PCs to bar themselves in a room to recover their health but that was on a scenario that had no time constraints.
I had thought about adding another class but I was thinking either Alchemist or Sorcerer. Monk may be a good choice.
I was wondering about these feats.
Rapid Reload, Point Blank Shot, Rapid shot, Deadly Aim,Precise Shot, Improved Critical, Extra Grit
Maybe set up the Gunslinger like this.
lvl 1 - Point Blank Shot, Rapid Reload (bonus), Rapid Shot
But I may use these also.
Deadeye, Quick Clear, Gunslingers Initiative, Pistol Whip, Startling shot, Targeting, Bleeding, Evasive, Slinger's luck, Cheat Death
I'm now thinking of a human Musket Master build for the Society. Not sure how good this is but I found this build interesting.
I was thinking of maybe doing the ability scores as:
Str 12, Dex 17, Con 14, Int 11, Wis 14, Cha 10
I would love to strike from afar while staying safe and doing a fair amount of damage. If that's possible.