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In The Confirmation GM briefing it states that the Pig's Paunch is the current name for the bar that was once known as the Wounded Wisp.
edit: I lied. It was the first sentence of the Summary, but it didn't make it into the final product:
"The scenario begins in a tavern in the Merchant’s Quarter district of Absalom that was once known as the Wounded Wisp."
"The scenario begins in a tavern in the Merchant’s Quarter district of Absalom."
Or a Grippli paladin! It would be a shame to lose your paladin abilities while sitting inside a T-Rex.
So your opinion that 6-03 punishes well-rounded players is based thoroughly being involved with one scenario and watching another one play? Okay then.
Ron Lundeen wrote:
I'm up there too! I'll probably update these again this weekend.
Kydeem de'Morcaine wrote:
Rats of Round Mountain:
The dragon's initial tactics are to talk with the PCs and extort treasures from them for passage. If the PCs aren't willing to part with treasure or are just looking to murderhobo everything, these are her tactics:
Before Combat Before burrowing up to the landing, Xiangnuer suppresses her frightful presence and casts detect magic and displacement.
No worries. I know some people really don't like having a scenario with more options detailed out than can be reasonably completed in a normal 4-5 hour PFS slot.
Regarding a recent review (and several other similar reviews):
"We had little time remaining so the GM, perforce hand waved a lot of it."
The scenario specifically states that if the scenario is being run in a constrained time slot (i.e. you're only given X hours), that the final encounter begins with 90 minutes remaining (assuming the PCs haven't figured a way to bypass it from happening at all).
Here, I'll do mine:
#railroad #rats #dragons #swarms #deathbyathousanddarkstabbings #WTFGUGS #gimmeyourstuff
#scriptedsandbox #thetenarenotgoodaligned #chasescene #auction #caubomustdie
#sandyroad #freewayfinder #leavethehalflingalone #gcube #swarms
#railroad #demons #swarms #hopeyoudidnotdumpyourwisdomescore #funsponge #iwouldratherbepunchedintheface
#sandbox #mwangiexpanse #nantambu #ayaissmokinghot #gcube #notthatmanyrobots #blameitontheconsortium
And that the PC in that story us now an NPC? :-)
The only reason that Hellknight's Feast doesn't feature in these top lists is because a bunch of players gave it a 1 star review after playing under a GM who ran it wrong.
That could be said for several scenarios, and it might even be true for some of them. That statement could go a little deeper though. Maybe the GM wouldn't have "run it wrong" if the style of scenario had been different or the information had been presented in another way.
There are so many interactions going on in any given PFS game, it's impossible for us to know which factors are the most significant.
Surprising level of Parody, er parity across the playable levels:
58-60% of reviews are 4 or 5 star reviews across levels 1-9 (54% at 10-11). The only thing that changes as levels go up, is the replacement of 3-star reviews with 1-star reviews.
** spoiler omitted **
For future scenarios, do you have a suggestion how an encounter like the BH could be adapted for 4 players at high tier? A pair of advanced little ones perhaps?
Usually when I make a 4-player adjustment, I try to reduce the action economies for the bad guys as opposed to making them weaker.
Discussed a running of this with a player recently and I came away with a this:
At high-tier the NPC Codex sorcerer in the warehouse has a wand of invisibility. The GM combined repeated uses of that with extra rounds buffing for the alchemist instead of engaging the PCs per the tactics. These tactics combined with the party make-up to cause the encounter to drag out and consume almost the entire slot.
This scenario is about drenching the PCs in Mwangi culture and providing the PCs options to do their investigation. Using the entire slot for a single encounter goes against the intent of this scenario.
As the GM, it's not your job to win, it's your job to tell a narrative with the PCs as the protagonists. You have a limited time to tell the story, don't waste it all on the first chapter.
I guess I meant to quote the sneaky part. I know there wasn't an intention on my part for that situation to be an ambush, but I also designed the scenario to give the GM a lot of flexibility so you can choose what makes the most sense to you. :-)
I suppose in hindsight, given the importance of the book, you might wonder why we travelled to Nantambu by ship instead of teleport. In our game though, the bloodrager chick was also a pirate captain with her own man-o'-war, so the thought never occurred to us.
If the PCs question why they were required to travel by boat instead of using teleportation or other magical means of transportation, provide them for following answer, as though the question were asked in Absalom and answered by Kreighton Shaine.
“The city of Nantambu and the surrounding territory are under constant watch by the Tempest-Sun mages. While the Society’s presence in Nantambu is known, the existence of a lodge there must remain a secret. I fear that any fantastical means of travel may attract unwanted attention. Surely seasoned adventurers such as yourself can handle such a lengthy trip.”
Updated after a week:
Added Ruins of Bonekeep—Level One: The Silent Grave
Most New Reviews:
Given that it's college football season, I'm moving up to a Top 25 KB Poll. After Week 1, here's the standings:
Top 25 Scenarios (min 10 reviews)
Top 10 PFS Authors (min 2 credits)
Season/Cumulative Avg/PI/Reviews per Scenario
I love asking for a fort save, then pausing a moment and asking for a will save. :) Sounds like you had a great time, thanks for the report!
David Bowles wrote:
More complicated classes that can be brutal if run by over zealous GMs or pushovers by GMs new to the game?
A better solution is to ignore "hard" CR math and build well rounded encounters that can play out in various ways based on PC actions without getting lost in an over abundance of niche rules.
The biggest issue I've found with pfs scenarios, especially the newer ones, is that the writers don't trust the GMs. If the writer trusted the GM, they'd give each NPC a set of motives and goals. Then each GM would be able to play out the encounters to react to their players' approach. Instead, scenarios are written with rigid instructions, npcs are forced to attack the players in obviously stupid situations. Only in pfs would two bandits think it a great idea to try robbing 6 heavily armed individuals, and fight to the death.
It is inaccurate to place that blame solely on the authors and to claim that we don't trust GMs. Authors, Developers, and GMs share the blame for your issue with poorly written tactics.
Some authors, especially those new to PFS, may write tactics like that.