Looking for feedback on a quick training session


Advice


Some friends are going to their first PFS game tomorrow. They don't know anything about the game but I'll be GMing so I can help them out, and I think there will be at least 1 highly experienced player at the table as well.

But they asked for a quick teaching scenario/encounter, so I've worked up the following idea (Keep in mind there will be 3 PCs; an inquisitor with a longsword, a glaive wielding fighter and a sorcerer who wants to blast):

Drendle Dreng wakes them up at midnight to go shake down a Zyphus cell and get a piece of loot.
-- Give them a chance to ask questions and use knowledge skills.
-- I'll explain that the 5 Ws (where, what, when, why and how) can be applied to Pathfinder, and some ways to apply them like "What are we facing" as well as some other questions like "Do we need to worry about the watch?"

They show up at a plain building in a run down neighborhood. Call it the Puddles. Only 1 entrance and it's unlocked. (Actually, say the PFS scout stole a key they can use.) 60' square building, boarded windows.

Front room, 30'x60'. Full of junk. Two skeletons come from opposite sides of the room.
-- Explain the value of knowledge rolls and what questions to ask. (Special attacks? Special Defenses?)
-- Demonstrate DR/bludgeoning. The Inquisitor has a backup morning star, not sure if the fighter grabbed a bludgeoning backup or not.
-- Demonstrate mindless/unintelligent enemies.
-- Any other suggestions? Maybe add a zombie or trade a skeleton for one?

Two doors out, one blocked from the inside the other is ajar. The door that's ajar is trapped, a chamber pot will fall on the square in front of it if someone opens it requiring a save against Filth Fever. (Perception and disable DC 20, Fort DC 12)
-- Demonstrate traps.
-- If they search, the Inquisitor is sure to find it. I can explain taking 10 or 20 on the search.
-- Nobody has disable device, so they have to figure out how to bypass it (like rope to the door handle) or use "Barbarian Disable Device."

The room behind that door has a bound prisoner and two level 1 goblin ninjas hiding in ambush. (Wakizashi +4 (1d4+1+1d6 sneak), AC 17, 10hp, weapon finesse) The goblins take 10 stealth checks are higher than the inquisitor's take 10 perception, so they should get an ambush in.
-- Teach them about ambushes you can't always catch. (Or maybe you do if you roll.)
-- Intelligent enemies that use tactics like flanking and readied actions.
-- (PFS) The scenario goal isn't always the "good" thing to do. Rescuing the prisoner has no bearing on the outcome.

Finally, you have an unlocked door to the last room. It contains a level 3 cleric of Zyphus (Heavy Pick +4 (1d6+1, 4x crit) AC 15, 26 HP, channels then casts cause fear, channel smite, death knell if someone's unconscious, hold person + coup de grace if the cleric is under 5 (10?) hp)
-- Demonstrate how casters work. The inquisitor has step up, so she should see 5' step then cast in action and how she can spoil it.
-- Use lethal tactics to let them know that they have to be careful, bad things can happen and their characters can die.
-- AoOs to prevent a CdG
-- When to use PC resources like judgment and spells.

So, any tactics I should demonstrate but missed that new players would benefit from? (Nets, tanglefoot bags? Running away? Nonlethal damage?)

Also, are the encounters too tough, too easy, or decent? The skeletons should just be a speedbump and 2 rogues against 3 PCs shouldn't be too dangerous (unless they get flanks), but I'm not sure about the cleric. It could go bad fast with a channel and a fear, or it could go bad fast for the cleric with a couple melee hits to the face. They've got a CLW wand since one of the players has some experience and already has a chronicle on her character, so HP damage shouldn't be an issue going into encounters.

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