Sanctioned Modules that give +3 xp?


GM Discussion


I have a question regarding the sanctioned Modules. I have a few characters I want to level through GM credit so I'm after whatever module gives you +3 xp and 4 PP.

It might just be me, but I can't see any clear sign on what ones give you that so any help will be most appreciated.

I'm looking for ones aimed at 1st level to get them to 2nd.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
DM Aron Marczylo wrote:

I have a question regarding the sanctioned Modules. I have a few characters I want to level through GM credit so I'm after whatever module gives you +3 xp and 4 PP.

It might just be me, but I can't see any clear sign on what ones give you that so any help will be most appreciated.

I'm looking for ones aimed at 1st level to get them to 2nd.

Any of the non-Free RPG Day Tier 1 Modules or APs fall in the set you've requested.

Off the top of my head:

Murder's Mark
Crypt of the Everflame
Godmouth Heresy
Reign of Winter AP volume 1 Sanctioned Content
ISTR Mummy's Mask AP volume 1 Sanctioned Content

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Your players might desire to hit me for the suggestion, but Emerald Spire level one, gives that amount of XP (to be honest levels 1 and 2 are pretty hard, levels 3 and 4 can be a walk in the park).

Grand Lodge

Dragon's Demand Part 1 gives that amount, but like Emerald Spire Level One, it's got a real minge of a penalty imposed on most PCs.

Liberty's Edge 4/5 5/5

The Accursed Halls, the first level of Thornkeep, is also tier 1-2 and gives 3 XP & 4 Prestige.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

@MS.Pleiades: Actually minge is a pretty damn gut description, unless the players know about that special feature and metagame their racial choices.

@Paz: Yeah... apparently many replayable modules really do hate players.

Liberty's Edge 4/5 5/5

Ms. Pleiades wrote:
it's got a real minge of a penalty imposed on most PCs.

Wow, that word has a different meaning over here...

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Paz wrote:
Ms. Pleiades wrote:
it's got a real minge of a penalty imposed on most PCs.
Wow, that word has a different meaning over here...

There is a non-vulgar meaning for that word? The last time I have heard the term was in the Zero Punctuation video to Tomodachi Life.

Comming from that perspective of someone who has recently played and GMed the module in question, I think most of my players would agree.

The fact that the same word has two very different meanings just tends to happen sometimes e.g. the in the US "going on a bender" usually means a drinking spree, in the UK it used to have a different meaning..

bender

Grand Lodge 4/5

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Modules & AP segments that give 3 XP for tier 1-2 or 1-3:

1-2 Crypt of the Everflame
1-2 Murder's Mark
1-2 The Godsmouth Heresy
1-3 Dragon's Demand, Part 1
1-2 Thornkeep: The Accursed Halls
1-2 Emerald Spire: The Tower Ruins
1-3 Emerald Spire: The Cellars
1-2 Reign of Winter: The Snows of Summer
1-2 The Mummy's Mask: The Half-Dead City

Grand Lodge

Sebastian Hirsch wrote:

@MS.Pleiades: Actually minge is a pretty damn gut description, unless the players know about that special feature and metagame their racial choices.

@Paz: Yeah... apparently many replayable modules really do hate players.

Was that "gut" meant to be "good"?

If so,

Emerald Spire and Dragon's Demand Spoilers:
-2 to attack on all medium characters? This means a Level 1 Human Barbarian with 18 strength and raging has only a 50% chance to hit a Bestiary 1 kobold. Level one is supposed to be rough, I know, but to basically completely negate all investment in something at low levels is basically like putting thumb-screws to somebody trying to be useful to the group. If you made a monster that automatically inflicted unavoidable shaken on half the party with no save, you'd probably be gawking. (Oh, hello Yeth Hound, that's a conversation for another time though.)

And then inescapable 50% miss chance for all characters without darkvision... Sometimes I wonder if any Paizo employees actually play at Level 1.

And for etymologies of minge, I'm in Canada, so I'm going with the biting insect meaning, goodness knows we've got a lot of those in the summer. Also, given that alternate meaning for Bender, the term "Straight" suddenly makes a lot more sense.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Ms. Pleiades wrote:
Sebastian Hirsch wrote:

@MS.Pleiades: Actually minge is a pretty damn gut description, unless the players know about that special feature and metagame their racial choices.

@Paz: Yeah... apparently many replayable modules really do hate players.

Was that "gut" meant to be "good"?

If so,

** spoiler omitted **

And for etymologies of minge, I'm in Canada, so I'm going with the biting insect meaning, goodness knows we've got a lot of those in the summer. Also, given that alternate meaning for Bender, the term "Straight" suddenly makes a lot more sense.

Yeah sorry about that, German typo ^^

The things you mentioned aren't all that bad, mostly just annoying (though these tend to make magic missile better). A level draining creature in a level 1-2 is just plain nasty.

4/5 *

Paz wrote:
The Accursed Halls, the first level of Thornkeep, is also tier 1-2 and gives 3 XP & 4 Prestige.

And it takes less time, since it is a TPK unless the GM rolls poorly.

3/5

I have a similar question. I know there are a few modules that are replayable for credit does the same apply if you GM it more than once? Can you apply the credit to a different level 1 PC? Or is it just 1 time for PC credit and the others for table credit?

Grand Lodge 4/5

Vahanian 89 wrote:
I have a similar question. I know there are a few modules that are replayable for credit does the same apply if you GM it more than once? Can you apply the credit to a different level 1 PC? Or is it just 1 time for PC credit and the others for table credit?

You can take repeated GM credit for a replayable scenario in the same circumstances where you could get repeated player credit (so you can only apply one GM credit and one player credit to 2nd level characters).

As you mention, you must apply it to a different character, as a character can never have the same chronicle twice.

Grand Lodge 4/5

1 person marked this as a favorite.
GM Lamplighter wrote:
Paz wrote:
The Accursed Halls, the first level of Thornkeep, is also tier 1-2 and gives 3 XP & 4 Prestige.
And it takes less time, since it is a TPK unless the GM rolls poorly.

Seriously? I don't know about you, but I don't softball it, have run it multiple times, and only had a TPK once, against the freaking vegetables. And I may have been running them wrong, how they work has been debated in the Rules forum.

The <redacted> can be a pain, but most parties, even Core, will have some stuff that will work against it.

The other <redacted> doesn't hit very well. In 6+ runs, I have only seen it hit once, and that was against a 2nd level PC, so ugly but not instantly fatal. Really, it hits less than half the time against an AC of 15 or higher. And most front liners are going to have higher ACs than that.

Ledford is deadlier.

4/5 *

kinevon wrote:
Seriously? I don't know about you, but I don't softball it, have run it multiple times, and only had a TPK once, against the freaking vegetables.

Hmm, different experiences, I suppose. "Only hit once" sounds like dice variation - if you do hit every time you attacked with <redacted>, it's a different story.

Similarly, if a 2nd level PC is the one who gets hit by the other thing, great - but when it's all first levels, it's a downward spiral.

PRD wrote:
Any humanoid creature that is slain by a <redacted> becomes a <redacted> itself in only 1d4 rounds.

Shadow Lodge 4/5

GM Lamplighter wrote:
Paz wrote:
The Accursed Halls, the first level of Thornkeep, is also tier 1-2 and gives 3 XP & 4 Prestige.
And it takes less time, since it is a TPK unless the GM rolls poorly.

Well then I guess I just roll poorly. Like the time the <redacted> got a critical on one of the melee front liners and did 8 Strength damage. And in the same playthrough, the <other redacted> threatened a critical which would have instantly killed the level 2, but missed confirming by one. They still managed to pull it out without losing anyone. I guess you'll say it's because of that level 2.

4/5 *

Lots of folks seem to have different experiences from mine. That's great. I guess I've just seen these creatures played much more deadly than that. Of course, if the GM takes it easy tactics-wise, this scenario gets a lot easier.

Spoiler:
8 Strength on a frontliner is just a bad debuff; 8 str on the 8-Str wizard is another shadow and a TPK. Ditto on the wight - it's nice of a GM to attack the level 2, but the games I've seen haven't been so accommodating. I would hate to play a game and have the GM take it easy on us to let us win.

Grand Lodge 4/5

GM Lamplighter wrote:

Lots of folks seem to have different experiences from mine. That's great. I guess I've just seen these creatures played much more deadly than that. Of course, if the GM takes it easy tactics-wise, this scenario gets a lot easier.

** spoiler omitted **

Spoiler:
So, the first question I have for you is how smart the players are in handling the wight? Remember that he starts prone, so if no one goes within 10' of him, the whole party can attack before he actually gets in his first attack.

He has to stand up, as a move action. If no one is next to him, or within a 5' step, and I have had a party only get that close to him once without getting AoOs as he stands up, he has to use his Standard to move (not Charge eligible!) to get to the closest PC. And, again in my experience, the closest PC, who also restricts the wight's movement options, is probably going to be a frontliner, so hard for the wight to hit.

On the Shadow, it is very table-variable, since he attacks the last person to leave the room, or, if there is a gap between the first entry and the rest of the party coming in, that first entry. In most parties, the leader and the trailer tend toward melee types, so they usually have a fair-to-middling Strength score.

The main issue I have seen on the Shadow is parties without any means of hitting it for damage. At all. And it is unclear if the Shadow is locked to the room or not. Given the new Shadow line, I think it is, or should be, but it isn't spelled out in the module. I ran it as locked to the room, last time, or there would have been no way for the party to avoid a TPK, as it moved, even without going through walls, faster than anyone in the party.

On the other hand, if the crickets get to do their jumping charge, that is 4 attacks against what is probably a single target. And then you have to deal with being in a constricted space, so the party doesn't usually get the advantage in actions per round.

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