A question on assistance when running Modules


Pathfinder Society

Paizo Employee 5/5 Canadian Maplecakes

Just wanted to clarify something with the good PFS masses before I become considered even MORE of a heartless GM.

Last night, my players started our 'Module Madness' event with Godsmouth Heresy. I'll spare the details for another post, but we had a pretty vicious event happen early in the dungeon.

Two of the PCs took 1 point of CHA drain from an encounter.

Now as far as the players and I were able to determine, drain can only be cured by a restoration. So, since we're using PFS rules, this is done by spending money to get the spell cast, or spending PA. Obviously the modules are a bit more 'brutal' in terms of long-term effects, as they weren't specifically designed for PFS.

So my question is, how much will NPCs assist the PCs when it comes to these situations? As the PCs are working for a church, would it be 'acceptable' to have the clergy cast Restoration as part of the adventure conclusion, or should the PCs spend the appropriate PA/gold following the adventure without any NPC assistance?

I'm pretty sure that the answer is "PCs will need to buy the restoration", but I wanted to make sure I'm not being unfair given the situation.

Grand Lodge 4/5

They will need to buy the restoration when they are able to.

Paizo Employee 5/5 Canadian Maplecakes

Thanks Mr. Brock!

I can already taste their delicious tears of sadness.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Thursty,

Just so you know, until the new module rules in 4.1, conditions like this go away after the module is complete.

So if the players don't mind the drain during the Module play they don't have to worry about it after the module is complete.

Once the new rules go into effect, that will change.

Grand Lodge 4/5 *

Since there are NO dump stats in the group by common agreement, we can take it! ;)

Paizo Employee 5/5 Canadian Maplecakes

Aye, I think we'll likely go with Mike's ruling above. Since we're in this for the long haul, it makes more sense to try and keep to the spirit of what we know is coming in 4.1.

Silver Crusade 4/5

Was this permanent stat damage? Most stat damage heals at a rate of 1 point per night of sleep. So after the adventure, it can be assumed that they rest up and recover all their stat points (and HP) before the next adventure. It's just during the course of the adventure that you'll be in trouble.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Fromper wrote:
Was this permanent stat damage? Most stat damage heals at a rate of 1 point per night of sleep. So after the adventure, it can be assumed that they rest up and recover all their stat points (and HP) before the next adventure. It's just during the course of the adventure that you'll be in trouble.

Fromper, Ability Drain is permanent until you get a Restoration spell, while Ability Damage is temporary and healed as you mentioned. As Thursty mentioned the PC's took Drain.

Paizo Employee 5/5 Canadian Maplecakes

Yup, it is Drain. This came from a poison attack that shows up at one point... so it's pretty brutal to spring on a 1st level PFS group.

Still, they asked for it. ;)

Grand Lodge 3/5

Awesome start to the campaign Thursty. We can take it!

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