PFS #2-02: Rescue at Azlant Ridge (heavy spoilers)


GM Discussion

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Chris Kenney wrote:
The assumption I was going to go with, though I haven't read the module closely in a couple of weeks, was that once the Big Champion goes down beating up the leader of each wave will send them back again, but the leaders know this and will try to stay out of direct combat.

The scenario actually says that the charau-ka are frenzied in every wave until their champion goes down at which time they continue to attack, but no longer frenzy. Otherwise, the waves function exactly as noted.

4/5

Joshua J. Frost wrote:
Chris Kenney wrote:
The assumption I was going to go with, though I haven't read the module closely in a couple of weeks, was that once the Big Champion goes down beating up the leader of each wave will send them back again, but the leaders know this and will try to stay out of direct combat.
The scenario actually says that the charau-ka are frenzied in every wave until their champion goes down at which time they continue to attack, but no longer frenzy. Otherwise, the waves function exactly as noted.

Josh--

Rescue at Azlant Ridge Charau Ka Statblock wrote:

During Combat The charau-ka immediately go into a frenzy,

throwing themselves at the nearest PC with reckless abandon.
Morale The charau-ka fight to the death. If their champion falls,
they flee.

4/5

Another erratum--the Tier 6-7 consortiumites have a listed initiative of +3, but with their Improved Initiative feat, this should actually be +7.

LATE EDIT: The Tier 6-7 Aspis mooks have the wrong Will save. It should be +1, not +2.

Scarab Sages 2/5

Dracogn Vrashnak wrote:
I made a miniature of Kong for my session of PFS 2-02, ... The result is - Kong

This was a great tip. My own High Gorilla turned out awesome. Thanks!

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Doug Miles wrote:
The Angazhani Champion had a 5' reach [typo] vs the golem's 15' reach.

Was this, in fact, a typo? I've checked the original version of the creature that was used for this template, and it has a 5' reach as a large creature. Looking at the "Giant Creature" template (which I think is what was used to advance this), the reach is not increased; only the size.

At any rate, inquiring minds want to know. I'm running this tomorrow, and it would be more fun if the champion had a longer reach than 5'.

The Exchange 5/5

Drogon wrote:
Doug Miles wrote:
The Angazhani Champion had a 5' reach [typo] vs the golem's 15' reach.

Was this, in fact, a typo? I've checked the original version of the creature that was used for this template, and it has a 5' reach as a large creature. Looking at the "Giant Creature" template (which I think is what was used to advance this), the reach is not increased; only the size.

At any rate, inquiring minds want to know. I'm running this tomorrow, and it would be more fun if the champion had a longer reach than 5'.

Contact me pfs.rc.detroit@gmail.com

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

You'll get an email in about 2 minutes...

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Hm. Email was sent. Did you get it?

The Exchange 5/5

Sorry Drogon, the e-mail didn't pop up until after I went to bed. Response sent.

Dark Archive 4/5

I ran this a couple of weeks ago with four other scenarios. I found this scenario the most challenging of the five to run.

Riders encounter:

Would feel and likely run better with a proper printed flip map for the forest based encounter.

Is tricky to run as any sort of challenge at all at the lower tiers once the party close on the non combat trained horses/riders.

Azlant ridge site and background:

Needs 2 full flip mats (and table room) to do justice to the Azlant ridge site and for the combats that take place there.

There were a lot of questions asked by my group about the camp and background that you have to improvise, such as:

Number of people in the camp – suggest 50-60 based on available tent sizes. Perhaps 1 in 2 are (low level) Pathfinders. Perhaps 1 in 10 are slaves.

Suggest the camp has at least one low level Cleric, he must NOT be capable of casting Remove Disease (else sidesteps a faction mission). Also a cleric or druid is the source of fresh water (cantrip) in the camp.

You may need the sphere/wall material hardness, etc.

It would be a nice touch to have a player handout map of the Mwangi Expanse showing the location/coast/exit route (as per page 3).

Pacing/timing

Note the titan fight is not the climactic fight, just a fun sideshow, that can be over in two rounds. So the pacing and feel needs to be done well with the follow on waves.

Overall it was a scenario that required more precision, orchestration and improvisation than usual to make it believable and flow well.

EDIT: Note also it is difficult/time-consuming to find the larger figures needed for the titan fight so you may end up with printed tokens. I used Maug on a larger base for one of them.

Grand Lodge 3/5

What bows are people using for the riders in this scenario?

They are written as longbows, but those cannot be used while mounted.

The Exchange 5/5

Pathfinder Lost Omens, Rulebook Subscriber
K Neil Shackleton wrote:

What bows are people using for the riders in this scenario?

They are written as longbows, but those cannot be used while mounted.

I assumed the writer meant composite longbows, which can be used while mounted. In effect I just ran them as using composite longbow (Str +0), which in game effect only will give them 10 longer range.

5/5

Alizor wrote:
K Neil Shackleton wrote:

What bows are people using for the riders in this scenario?

They are written as longbows, but those cannot be used while mounted.

I assumed the writer meant composite longbows, which can be used while mounted. In effect I just ran them as using composite longbow (Str +0), which in game effect only will give them 10 longer range.

Panzy. A real "Kyle" would give them +5 Human Bane Unholy Bows with a +10 strength rating. ;) Don't forget the -2 to attacks since they don't have a 30 strength.

Liberty's Edge 4/5 5/5 ** Venture-Captain, Texas—Waco

I have a new question, one of continuity. The whole premise of Before the Dawn: Part I in Bloodcove was driven by the apparent Dimensional Anchor effect at the dig site, hence the Pathfinder Society couldn't just teleport supplies there. However, this scenario makes no mention whatsoever of this Dimensional Anchor!

The situation:

Spoiler:
The Angazhani Champion has Dimension Door at will for an ability, should he be able to use it? The first time I ran this the titan happened to miss on one attack (a natural 1, of course), so I had the Angazhani Champion make a decision based on his intelligence: He could tell he was getting beat and was having little effect, thus he backed off (taking the AoO) and D-doored away from the fight, running away with his last 12 hp. Made sense to my players, too.

My question: What happened to plot continuity between Parts I and II of this series, at least in regards to the Dimensional Anchor? I have other questions on the mechanics of some of the faction missions, too, but this one hits me as more troubling.

Dark Archive 4/5

Thamius wrote:

I have a new question, one of continuity. The whole premise of Before the Dawn: Part I in Bloodcove was driven by the apparent Dimensional Anchor effect at the dig site, hence the Pathfinder Society couldn't just teleport supplies there. However, this scenario makes no mention whatsoever of this Dimensional Anchor!

The situation:

** spoiler omitted **
My question: What happened to plot continuity between Parts I and II of this series, at least in regards to the Dimensional Anchor? I have other questions on the mechanics of some of the faction missions, too, but this one hits me as more troubling.

The plot device in part 2 actually prevents

Spoiler:
"magical travel spells" which presumably includes Fly and possibly other spells. Fly and overland flight would be just as problematic as teleport. D-door should be right out,
as presumably the effect is there specifically to hinder the opposing champion.

Several of the faction missions take GM effort to work in at all believably - they challenge the GM to come up with edge case situations to justify them (which is why I mentioned the low level cleric in the camp above).


Rogue Eidolon wrote:
At this point, time ran out. The GM told us that there were so many waves left (I think he said there were three after that) that we would all definitely die...but the GM saved the day by checking up front and telling us that since time ran out, we just lose all prestige for the mission and nobody dies
SarNati wrote:
Hey all, Friendly GM that ran the scenario here to add to the discussion.

SarNati, sorc from the group that started this thread at Gencon... I realized the other day that my character (15638-1) has a note stating "Character died" under my session history for this mod. Anyway to fix this? I played a few games after this without even realizing this, and would like to keep playing him.

The Exchange 5/5

waytoomuchcoffee wrote:
Rogue Eidolon wrote:
At this point, time ran out. The GM told us that there were so many waves left (I think he said there were three after that) that we would all definitely die...but the GM saved the day by checking up front and telling us that since time ran out, we just lose all prestige for the mission and nobody dies
SarNati wrote:
Hey all, Friendly GM that ran the scenario here to add to the discussion.
SarNati, sorc from the group that started this thread at Gencon... I realized the other day that my character (15638-1) has a note stating "Character died" under my session history for this mod. Anyway to fix this? I played a few games after this without even realizing this, and would like to keep playing him.

Tell us the session number and the character's name and we can fix it. Unless your GM was the one who also reported the session, he/she cannot fix it. Any Venture-Captain or Paizo staffer can search and modify any reported session however. I have to leave for a gameday in an hour but if it's not fixed when I get back tonight I'll see to it.

Event Name
The Session #
Your PFS#
Your character's name


Doug Miles wrote:


Tell us the session number and the character's name and we can fix it.

Woot! I assume the session log was handed in before the GM went up and pleaded our case.

Event Name: Gen Con 2010
The Session #227
Your PFS#: 15638-1
Your character's name: Bumfuzzle Hornswaggle

The Exchange 5/5

waytoomuchcoffee wrote:
Doug Miles wrote:


Tell us the session number and the character's name and we can fix it.

Woot! I assume the session log was handed in before the GM went up and pleaded our case.

Event Name: Gen Con 2010
The Session #227
Your PFS#: 15638-1
Your character's name: Bumfuzzle Hornswaggle

Behold, I have returned Bumfuzzle Hornswaggle to life! Please check him from your side and confirm he's alive with full PA. I saw another character at the tabled died as well. I won't change that unless the player formally asks. Did you know him?


Doug Miles wrote:

Behold, I have returned Bumfuzzle Hornswaggle to life! Please check him from your side and confirm he's alive with full PA. I saw another character at the tabled died as well. I won't change that unless the player formally asks. Did you know him?

Thanks so much! The table went from TPK, to 2 dead, to no dead after the time ran out. I don't know the rest of the table, but Rogue Eidolon might.

1/5

I ran this at tier 1-2 for 5 PCs, APL 2.4, so they were on the cusp of the 3-4 Tier. The first fight was the most challenging, and due to their low Awareness point total in the previous part, it was a relatively easy walk for them overall.

Spoiler:
First encounter is pretty good, with highly mobile archers riding around the PCs. it takes a little leap of faith/imagination to figure out why the Aspis Consortium warriors don't have combat-trained horses (obviously they've had to change mounts) and particularly why their leader is choosing to go into melee when he has to make a DC 20 Ride check to keep his mount under control. I made him a Taldan knight and an egomaniac so it all made sense. This first encounter is really good, pretty nasty in places and very enjoyable to run.

Once the PCs arrive at the camp, then the problems with the adventure start to creep in. I had only Taldan & Chelaxian PCs, so I only had to worry about two sets of faction missions. the problem with the Chelaxian mission of "find out about the third dig" is that it goes absolutely nowhere, following the adventure it takes 3 DC 15 Diplomacy checks to get the pathfinder in charge to admit "it's a power from another world". So, there's no real completion signal to the players and it's a bit unsatisfying from a narrative perspective. I just added a bit of investigation and had it be the after-image and residual traces of the use of a Melancholic Talisman - basically the after-effects of a hellmouth - no game effect, but a definite indicator of "we have found out what this is".

The Taldan mission isn't quite as go-nowhere, but again, the discernment that the disease afflicting the camp is partly magical doesn't explain it's cause - so again, the narrative doesn't fully complete. I had it be a curse inflicted by the Girallon when it first appeared in the jungle. again, some nice roleplay investigation came out of this.

Then we get on the investigation of the tomb/crypt. It’s basically ‘spam in a can’ – six skeletons in a 5’ corridor with three 10x50 chambers – always fills me with dread that sort of thing as it can quickly turn into a dull fight with one character dealing with a group of monsters holding a chokepoint.

What I did here was give the skeletons the remnants of some tactics – given that they were originally Azlanti guards, this felt reasonable. So I had the skeletons lurking in the blind spots round corners as the 5’ corridors widened out into the alcoves, using readied actions to strike characters coming in and generally behaving in a slightly more interesting manner than mindlessly attacking. Just by using some flanking and some readied actions, the fight gained enough of a tactical dimension to be interesting.

Then there’s the reveal of the ability of a PC to control the golem(s) and the fight against the Girallon. Firstly – that girallon needs a name! “Golku will smash puny humans” is a lot of fun to bellow, believe me! Secondly, for the final encounter to retain an epic feel, all PCs should feel a bit pressed – the golem takes down the girallon way to easily, even trying to play the girallon reasonably smart. Dramatically, having the girallon go down should be the end of the fight. Now you could run it so that with the girallon down, the camp has a chance to defeat the rest of its besiegers for good, but that is still a stretch. As it was I just threw two waves of charau-ka at the PCs as quickly as possible; once the girallon goes down, further fighting seems like a grind.

Now I do accept that it is possible to run the golem vs girallon fight as a sideshow, with the main battle being the one against the charau-ka. Buuuut, a close fight against the girallon keeping time with the waves of attacks seems like more fun to me. Particularly if you vary a key point about the golem control device – I put in a strong implication that once one golem was destroyed, someone else would get a turn in the next golem – after all, why limit the fun? This was easily done with some flange descriptions about skewed perceptions, and having a momentary switch-out when another PC picked up the device.

Overall, this can be lifted into a really, really fun game. The end pacing is runnable as is, but I think could be even more fun with less powerful golem stats. The plotting around the faction missions really needs some work though, as it stands the Chelaxian mission is unsatisfying and the Taldan one also just kinda peters out.


This is well worth running, but just be prepared to put in a bit of extra work to tie up some of the loose ends.

4/5

waytoomuchcoffee wrote:
Doug Miles wrote:

Behold, I have returned Bumfuzzle Hornswaggle to life! Please check him from your side and confirm he's alive with full PA. I saw another character at the tabled died as well. I won't change that unless the player formally asks. Did you know him?

Thanks so much! The table went from TPK, to 2 dead, to no dead after the time ran out. I don't know the rest of the table, but Rogue Eidolon might.

I know everyone at the table except our Elemental Sorcerer. Whoever it is that is listed as dead, this is an error. I guess it's more likely the guy I don't know, as I believe he left somewhat glumly before the announcement of our miraculous survival.

Grand Lodge 2/5

So...

Rescue at Azlant Ridge wrote:

Hewes is quite sick and has been reduced to 0 hit points. Using the Heal skill, Andoran faction PCs must

give Hewes long-term care, enough to restore him to his
full 30 hit points. Because of Hewes’s disease, he doesn’t
regain lost hit points from rest, and he won’t be cured
until he’s fully healthy again.
Rescue at Azlant Ridge wrote:

It takes a DC 15 Spellcraft

check combined with a DC 15 Heal check to determine
the disease is magical in nature and that it prevents the
infected from regaining hit points when resting.

What the hell is going on here? The sick have a disease the prevents them from healing naturally. The way to cure them is long term care which doubles the rate at which you heal naturally. 0 x 2 = 0

I gather healing them with cure light wounds does heal them of present injury, but does not cure the disease and any further wounds incurred would not heal naturally.

How have people been handling this as far as explaining what needs to be done for the faction mission? What was the intent? Say you fully heal Hewes with CLW, then it would require one DC 15 long term care Heal check? If they are meant to provide all of the healing with a series of DC 15 heal checks then you need to know how many HD Hewes has to determine what his normal natural healing rate would be, but it doesn't mention that in the scenario. Let's say he is 4th level for those 30 hps. Full day long term care would (at 4 times normal) = 16 hps per day so 2 checks.

I'm just curious what rolls or actions to resolve this faction mission other people are requiring.

Grand Lodge 2/5

*bump*

2/5 *

So I just played this scenario this weekend, so these comments are made from a player's perspective only. It was at tier 3-4 with 4 players (2 fighters, 2 clerics).

I was expecting a lot out of this scenario (perhaps too much), and I was fairly disappointed.

Before going any further, I'd like to say that the main idea/concept behind the scenario is awesome and that the main encounter is unique. Besides the main encounter, the rest of the scenario wasn't interesting and felt like filler. (And it was filler, since we finished the scenario (successfully) without even finishing half of the combats).

Again, to start the scenario, the faction missions ate up too much time (and weren't especially interesting). Between mustering, the first (meaningless) encounter (which was slow because of riding combat), and faction missions, 2 hours passed. Which left only 2 hours for the (substantial amount of scenario) remaining. In the future, when I GM, I'm just going to try to resolve the faction missions as fast as I can (with few exceptions), to get to the interesting parts of the scenario.

Part of the reason everything went slow was because I (we?) had no frickin' clue what was going on and I'm not sure that was because I didn't play part 1 (I didn't even know we had a key!), whether the GM didn't convey information well, whether we just failed at information gathering skill checks (although we did use the Comprehend Languages and Read Magic spells many times) or a combination of the above. Having said that, when I GM this, I want to give the players more general direction, probably through Diaz and what their experts found, so we don't have to spend as much time exploring the camp and figuring out what's going on.

The main encounter involved rolling a lot of dice. In my game, we suffered from the main player having too few dice and not being able to count fast enough. Imagine rolling 1 die, waiting 5-10 seconds per die, and doing that 10+ times each turn? Yeah, that was us. If you're a GM prepping this, although you can't pick which player gets selected, you should prepare the correct number of dice for the player that is selected, so you can speeds things up asap.

Also, the main encounter was meant to be cinematic, but the main player didn't add any roleplaying touches to it at all, made it quite boring, where it could have been quite cool/funny. I think this was more of a failing of the player than the scenario however.

I liked the tie-in and knod to "Mists of Mwangi", it was a nice touch.

The only interesting morale dilema in the scenario was whether we should let the Aspis army into the fort... and we never found out the results of that battle or decision. Again, disappointing.

We "finished" the scenario (because we finished 4 encounters), however I'm told we finished only 2 out of 9 encounters at the end. If we truly only finished 2 waves (out of 9), I have no idea of how we're supposed to have enough time to finish the scenario "as written" or whether most parties would even have the endurance to face 11 combat encounters per scenario and survive. Even if I had 20 hours to complete the scenario, I have to question whether having too many meaningless combats is either interesting or desirable.

Anyway, like I said, I was kind of disappointed in this scenario and when I GM it, I'll make adjustments to speed along the faction missions, give the PCs more direction in camp, and make the main encounter more cinematic. I'll write my final review after I GM it and see how it plays out with my home group (who are great at roleplaying thank god, I miss them!).

4/5

Jason S wrote:
We "finished" the scenario (because we finished 4 encounters), however I'm told we finished only 2 out of 9 encounters at the end. If we truly only finished 2 waves (out of 9), I have no idea of how we're supposed to have enough time to finish the scenario "as written" or whether most parties would even have the endurance to face 11 combat encounters per scenario and survive. Even if I had 20 hours to complete the scenario, I have to question whether having too many meaningless combats is either interesting or desirable.

Ah, like our group, eh? So you also got full XP for it but no prestige? It's long, that's for sure. I think better for a home game than for a slot-timed con game.

2/5 *

Rogue Eidolon wrote:
Ah, like our group, eh? So you also got full XP for it but no prestige? It's long, that's for sure. I think better for a home game than for a slot-timed con game.

Nope, we ran in a convention so we had limited time, but we finished all of the faction missions first. We had 2 Taldor, 2 Andoran and earned full prestige. We did NOT activate the main mission until the faction missions were finished and we gathered as much information as we could.

4/5

Jason S wrote:
Rogue Eidolon wrote:
Ah, like our group, eh? So you also got full XP for it but no prestige? It's long, that's for sure. I think better for a home game than for a slot-timed con game.

Nope, we ran in a convention so we had limited time, but we finished all of the faction missions first. We had 2 Taldor, 2 Andoran and earned full prestige. We did NOT activate the main mission until the faction missions were finished and we gathered as much information as we could.

We also ran at a Con. Though we had completed our faction missions, the GM informed us that since we ran out of time, the camp was destroyed but escaped with our lives, and so we all got 0 prestige. He first said we all died for running out of time but then went to talk to someone at the front, so I assumed this was an official ruling. My friends and I have been pretty careful with faction missions, and the 0 for Azlant Ridge is a bit of a black mark for us, so I'd love to be proven wrong!

2/5 *

Rogue Eidolon wrote:
We also ran at a Con. Though we had completed our faction missions, the GM informed us that since we ran out of time, the camp was destroyed but escaped with our lives, and so we all got 0 prestige. He first said we all died for running out of time but then went to talk to someone at the front, so I assumed this was an official ruling. My friends and I have been pretty careful with faction missions, and the 0 for Azlant Ridge is a bit of a black mark for us, so I'd love to be proven wrong!

Without reading the scenario (but I will... soon), I think that's crap. The Taldor mission in any case was complete, no matter what happenned to the camp. And at least part of the Andoran mission as well, even if everyone died. I have no idea about the other factions.

Just because time runs out shouldn't mean the camp is destroyed anyway. For my group, we could have made it through all of the waves (we had fantastic endurance), so I would have bashed any GM who said we would die, just because we ran out of time. I guess that would have made the scenario more disappointing, lol.

4/5

Jason S wrote:
Rogue Eidolon wrote:
We also ran at a Con. Though we had completed our faction missions, the GM informed us that since we ran out of time, the camp was destroyed but escaped with our lives, and so we all got 0 prestige. He first said we all died for running out of time but then went to talk to someone at the front, so I assumed this was an official ruling. My friends and I have been pretty careful with faction missions, and the 0 for Azlant Ridge is a bit of a black mark for us, so I'd love to be proven wrong!

Without reading the scenario (but I will... soon), I think that's crap. The Taldor mission in any case was complete, no matter what happenned to the camp. And at least part of the Andoran mission as well, even if everyone died. I have no idea about the other factions.

Just because time runs out shouldn't mean the camp is destroyed anyway. For my group, we could have made it through all of the waves (we had fantastic endurance), so I would have bashed any GM who said we would die, just because we ran out of time. I guess that would have made the scenario more disappointing, lol.

You can see my initial post for our full rundown, but yeah. Our Qadira missions were done too, and our ally's Cheliax mission. I wonder if anyone official can chime in that we didn't lose the prestige?

The Exchange 5/5

Rogue Eidolon wrote:
I wonder if anyone official can chime in that we didn't lose the prestige?

Sadly, that's something that I'm not willing to do. Hyrum or Mark Moreland may always over-rule me, but if you think your GM is really being unfair or has ruined the game for you, you really should address the matter with the PFS coordinator on-site before the table disbands. Granted, most people don't have a chance to mull things over before this happens. I don't argue very well when I'm mad or frustrated. But for whatever it's worth, you have my sympathy. Take it up with the coordinator next time. You may think he'll just back the GM up, but you never know unless you ask.

Grand Lodge 3/5

As Jason's GM, I gave him the impression that they were less than half done - I was explaining how another group of mine got 0 PA, and said how many waves there could be. His group had reduced the enemies to insignificance.

However, there are a number of factors that could affect what happens if you run out of time. Party makeup and remaining resources. Awareness affects the size of the forces, and strategy with the golem affects the number of waves.

4/5

Doug Miles wrote:
Rogue Eidolon wrote:
I wonder if anyone official can chime in that we didn't lose the prestige?
Sadly, that's something that I'm not willing to do. Hyrum or Mark Moreland may always over-rule me, but if you think your GM is really being unfair or has ruined the game for you, you really should address the matter with the PFS coordinator on-site before the table disbands. Granted, most people don't have a chance to mull things over before this happens. I don't argue very well when I'm mad or frustrated. But for whatever it's worth, you have my sympathy. Take it up with the coordinator next time. You may think he'll just back the GM up, but you never know unless you ask.

The GM had just come back from talking with the coordinator, so it seemed that this was an official ruling, and there was no reason to go talk to the coordinator too--we were just saved from the GM's death declaration, so that would have just been whiny at that point. Besides, it was at Gencon--I figured the coordinators there know their stuff (also I hadn't really been reading PFS forums at that point and until then had only played at Gencon).

I actually am not as concerned that we didn't get any prestige as long as it's a consistent rule for all groups in that situation (I'm in this for the RP--even if I never got any prestige, I'd manage, though at least one member of our group puts a lot of stock into getting his points). But if Jason S's group, for instance, gets the prestige and we do not, then it seems inequitable, if that makes any sense? It's why I let this thread go for a year without even suggesting we get the prestige but am now asking for a universal ruling since Jason's group got it in a similar circumstance (we actually were slightly farther in the waves).

I'm also pretty OK with an answer of "No one should have gotten the prestige, but there's no reason to take away points from Jason retroactively, but in the future we'll make this clear." If the answer is that we should have gotten it but the GM and the coordinator messed up on the call, maybe an official clarification in the guide so it won't happen to others?

EDIT for KNS's post: If the answer is that Jason's group should have gotten it and we shouldn't have, then I'm really confused? We had finished more waves, so it can't be based on finishing half the encounters, I think. Am I missing the appropriate rule from the guide here?

Grand Lodge 3/5

Jason's group had one group at the walls and one group at the cliff to go, and were basically undamaged.

But the bottom line is that the concerns should have been addressed at the con.

4/5

K Neil Shackleton wrote:
Jason's group had one group at the walls and one group at the cliff to go, and were basically undamaged.

Ah--as you can see from his first post, he gave the impression of having done the first two sets but neither of the wall groups. In that case, they were exactly in the same spot as us (except

Stuff from my first post:
the GM had fudged the Anghazani Champion's HP up and kept our main damage dealer out of the fight, so we were more damaged, and we were Entangled at the end of the scenario since he had the Druids lead with Entangle and not SNA and gave them an incorrectly-high Entangle DC of 17, even when I asked if he was sure it could be that high--in this thread he said he was mistakenly reading from the Tier 6-7, but the DC is still 14 there).
4/5

K Neil Shackleton wrote:
But the bottom line is that the concerns should have been addressed at the con.

We were feeling happy that we hadn't been handed a TPK, as the GM originally intended at the Con, and the coordinator had seemingly just made the call (and it might have been Josh there at the time), so how would we have known it wasn't word of god?

I think you're getting the wrong impression here--I'm sorry, the internet is never great for conveying tone. No one in the group had a problem with the ruling, and I'm pretty sure even our prestige-loving guy still doesn't (I'm the OP from a year ago--you can check that I never asked for our prestige back). It was just blindsided by the fact that another group stopped at the same battle and was treated differently, so at that point, I figured I should look into it on my fellow players' behalf.

~RE

Grand Lodge 3/5

Yeah, Jason's group fought 2 of 5 groups.
I skipped the 2nd group with the Champion, in an effort to have all 3 waves.

I also mistakenly told Jason that there were up to 9 waves, when it is actually only up to 7, with increased numbers based on Awareness. Sunday morning session ;)

4/5

K Neil Shackleton wrote:


Yeah, Jason's group fought 2 of 5 groups.
I skipped the 2nd group with the Champion, in an effort to have all 3 waves.

I also mistakenly told Jason that there were up to 9 waves, when it is actually only up to 7, with increased numbers based on Awareness. Sunday morning session ;)

Yeah, we also had the minimal number of waves based on awareness, and we never attacked the champ, so we were done three of five waves, the fourth having just started when time ran out. The GM also told us that there were more than two waves left, which made us even more happy not to be auto-killed (which we thought was a possible rule, even though now I know it isn't).

2/5 *

Neil, I think you're taking this the wrong way, I'm not criticizing your GMing (you've always been a fair and good GM), I'm discussing the SCENARIO. When I GM a scenario, there are things I adjust also when I run it the next time, it has nothing to do with my quality of GMing (or yours).

"Disappointment" is not a concern, it was ok, just not as good as I expected. And none of it was your fault.

I'm taking this offline since I wasn't out to criticize Neil in the first place, I just wanted to talk about ways to improve the scenario in the future.

PS. GMs, in general, if you're going to read these boards you need to have thicker skins. It's not ALL about you!

Grand Lodge 2/5

Jason- To be fair I read your original post as being dissatisfied with the way he GM'ed it as well (though he was a nameless GM at the time). That's probably because every paragraph cites how you were disappointed and are going to run it differently. That said- I don't see any post where Neil took the slightest offense to anything you said or made any indication that he felt you were criticizing him. When he's talking about concerns being addressed at the Con he was talking to Rogue Eidolon.

Still you manage to close out by accusing him of being thin skinned ;)

Internets - nonverbal cues = miscommunication. :)

2/5 *

ithuriel wrote:
Jason- To be fair I read your original post as being dissatisfied with the way he GM'ed it as well (though he was a nameless GM at the time). That's probably because every paragraph cites how you were disappointed and are going to run it differently.

If you read my MotT Mermaid post, I do the same thing, only I was the GM. I always write down what I would change, whether I'm the GM or someone else GMs.

As for the rest, my mistake, too many threads. Sorry Neil.


Omg why is this thread still talking about this? Sorc from Rogue's party last year. I will just quote the response I gave last year.

waytoomuchcoffee wrote:

And I thought our GM was great - very fast (even though we weren't) and really knew the system. The players were great too, and as a bonus our rogue was very cute ;-)

Edit: and the problem was resolved at the table, just like it is supposed to be.

4/5

waytoomuchcoffee wrote:

Omg why is this thread still talking about this? Sorc from Rogue's party last year. I will just quote the response I gave last year.

waytoomuchcoffee wrote:

And I thought our GM was great - very fast (even though we weren't) and really knew the system. The players were great too, and as a bonus our rogue was very cute ;-)

Edit: and the problem was resolved at the table, just like it is supposed to be.

If that's the way it's covered across the board, it seemed fair to me.

Now that I'm running PFS games myself, though, I'm trying to figure out what the right thing to do is in case this happens to my group. It doesn't seem to be covered in the guide, and here a Venture Captain did it the opposite way having finished fewer encounters. I like to be nice to my players, so I'd be tempted to do it like KNS did, but I think our GM talked to Josh or someone really official, so I want to make sure it's OK.

Shadow Lodge 4/5

Ran this earlier this week. I was a fill in GM and had to finish my read of the scenario on the train to the LGS.

Ran with a party of a 6 (w/ 4 L1s), APL of 2 and change. All 6 hadn't played the previous scenario and they rolled for Awareness Points, averaging 8. No PC deaths and wrapped it up, including paperwork, in 3 hours 45 minutes.

Things went well until the third act where I made 2 slight booboos (both errors due to my short prep time) -- 1) didn't have the Cold Iron Golem reset after killing the Champion and 2) didn't have the Apemen frenzied. However, this wasn't too much of a game breaker as Champion fell at the tail end of Wave 2 and the other 5 PCs had been smartly focusing their fire on one Apeman at a time--even if the apes were frenzied, the PCs were on top of their game in dealing with them and low APs meant there were only 2 per wave. Wave 3 (cliff rush) was an exercise in mopping up with some fun had by a falling Apeman or two.

I felt bad having to drop the PCs into the 2-scenario arc in media res, but they quickly got onboard and had a good time.

2/5 *

Sammy T wrote:

No PC deaths and wrapped it up, including paperwork, in 3 hours 45 minutes.

1) didn't have the Cold Iron Golem reset after killing the Champion. However, this wasn't too much of a game breaker as Champion fell at the tail end of Wave 2.

I guess it would be possible to complete it in 4 hours if the golem is killing everything until the end of wave 2. Wave 3 is just for fun.

There is no reason the golem should fall to anything (including the champion), RAW. The waves of charau-kai that can't possibly beat his 15 DR (especially at subtier 1-2). And fire damage heals him at other tiers. So how did the apemen damage the golem?

Shadow Lodge 4/5

Hey, Jason!

I think you might be mis-interpreting what I wrote--the "champion" refers to the Apeman's Anghazani Champion :)

So, Wave 1 and Wave 2 were 5 PCs killing the 4 Apeman while the Golem and Champion slugged it out. The 4th apeman died right before the Golem finished the Champion.

Sovereign Court 1/5

This was actually a cake walk, and a whole lot of fun.

I played both parts 1 & 2, related later in my telling...

In the stasis chambered catacombs, I casted command undead on both Wraiths, used both of them to start taking out the little monkeys, and by the time the big champion showed up, I had control of 15+ Wraiths and took down the champion in the first round as each Wraith was doing a d6 con drain with a touch attack.

since command undead automatically succeeds on undead with no Int scores, I was able to control each additional Wraith that showed up in a d4 rounds via the main one, that I commanded.
also, as Wraiths are incorporeal, they can only be hit by magic weapons - which non of the monkeys nor the champion had.

When everything was said and done, I sent the whole army of undead back into the jungle to take out the horde of Aspis Mercs and then all the way back to Bloodcove to take out Lura Ichon - since, I obviously made the mistake of letting her live from our last visit with her.

too bad society spells do not persist on to next adventures, since the command spells would last 6 days...

Silver Crusade 3/5

*Uses Turn Unthread*

The Exchange 5/5

Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Prepping this for my group, hope it goes as well as Part 1.

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