ckdragons |
I'm thinking of running The Confirmation for my group as a prequel to Shattered Star, since this AP seems to rely heavily on characters being affiliated with PFS. However, I'm having difficulties with getting the players from Absalom to Magnimar. It's a long trip by boat (obvious transportation method for new characters), but since they were "summoned" by Sheila Heidmarch in the newly seated PFS foothold, that The Society would have to expedite that trip. Is it unreasonable to allow a Society agent to use greater teleport to get the characters to Magnimar? I don't want to use teleport because of the failure change (though I know I could "fudge" that roll as a plot device). Or am I overthinking this?
(I posted in PFS GM Discussion because I thought this topic was better suited here since it's more related to PFS than it is to the specific AP.)
Muser |
Have them uncover a Thassilonian shrine and change the aspects of Aroden to sins maybe?
You'd have to come up with a Thassilonian city for the miniature one, but it's probably better to just leave it unnamed and destroyed during Earthfall so as not to leave a andenture hook(ruined city somewhere!) for the players.
Harley Quinn X Venture-Captain, Massachusetts—Central & West |
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Or you could keep Confirmation as is, then give them transfer orders to Varisia shortly after completion of their mission.
In character, Sheila's lodge is in need of plenty of agents around the time that Shattered Start starts, chronologically. Then you can them travel on the Throaty Mermaid to Varisia with an elven wizard and his bodyguard. When they get off in Varisia, another team gets on to ride with the elven delegates.
Leathert |
Society does give teleporting in some scenarios, but that tends to be on the higher levels. In lower levels it's usually handwaved how long getting somewhere actually takes. (Otherwise the trips to Tian Xia in some scenarios would really age the characters). So sure, you can go for it and make the characters feel a bit special or emphasize the urgency of the situation or some such.
Mulgar |
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I'm thinking of running The Confirmation for my group as a prequel to Shattered Star, since this AP seems to rely heavily on characters being affiliated with PFS. However, I'm having difficulties with getting the players from Absalom to Magnimar. It's a long trip by boat (obvious transportation method for new characters), but since they were "summoned" by Sheila Heidmarch in the newly seated PFS foothold, that The Society would have to expedite that trip. Is it unreasonable to allow a Society agent to use greater teleport to get the characters to Magnimar? I don't want to use teleport because of the failure change (though I know I could "fudge" that roll as a plot device). Or am I overthinking this?
(I posted in PFS GM Discussion because I thought this topic was better suited here since it's more related to PFS than it is to the specific AP.)
You're overthinking this. There are many PFS scenarios that start in one city and then fast forward through 2 or 3 weeks of travel to the real game. I don't see how this would be any different.
Why does the party go from Absalom to Magnimar? Because their new PFS bosses send them there. Something along the lines of, "Now that you all are officially pathfinders we are going to send you to our newest lodge in Magnimar. Head down to the docks tomorrow and talk to the captain of the Flying Princess. He has been paid to take you to Magnimar. Once there report to Venture Captain Heidmarch. Any questions??
phantom1592 |
ckdragons wrote:I'm thinking of running The Confirmation for my group as a prequel to Shattered Star, since this AP seems to rely heavily on characters being affiliated with PFS. However, I'm having difficulties with getting the players from Absalom to Magnimar. It's a long trip by boat (obvious transportation method for new characters), but since they were "summoned" by Sheila Heidmarch in the newly seated PFS foothold, that The Society would have to expedite that trip. Is it unreasonable to allow a Society agent to use greater teleport to get the characters to Magnimar? I don't want to use teleport because of the failure change (though I know I could "fudge" that roll as a plot device). Or am I overthinking this?
(I posted in PFS GM Discussion because I thought this topic was better suited here since it's more related to PFS than it is to the specific AP.)
You're overthinking this. There are many PFS scenarios that start in one city and then fast forward through 2 or 3 weeks of travel to the real game. I don't see how this would be any different.
Why does the party go from Absalom to Magnimar? Because their new PFS bosses send them there. Something along the lines of, "Now that you all are officially pathfinders we are going to send you to our newest lodge in Magnimar. Head down to the docks tomorrow and talk to the captain of the Flying Princess. He has been paid to take you to Magnimar. Once there report to Venture Captain Heidmarch. Any questions??
This is how it was done in our campaign. Absalom for training/confirmation... then assigned to Magnimar. Here's your boat ticket.
Hmm Venture-Captain, Minnesota |
An important aspect of storytelling is knowing when to hand-waive travel. Describing what happens on a journey is only important if the journey is part of the story -- are there things to learn, stuff to gather, monsters to fight? If not, then summarize.
"After a somewhat uneventful journey, you dock in Magnimar..."
Hmm
ckdragons |
Thank you all for your replies. They have all been informative, and they helped put the perspective of how PFS would expend resources to help new initiates to their assigned areas.
I will use the most popular suggestion of leaving The Confirmation in Absalom and having the group assigned to Magnimar for their 1st official assignment (traveling by boat). I do like the idea of running Rise of the Goblin Guild when they arrived to help deepen their involvement with Heidmarch.