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#8–99: The Solstice Scar (GM Discussion)


GM Discussion

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Grand Lodge *****

Hilary Moon Murphy wrote:

Query: if a hypothetical GM finished all four of D-G encounters early, is there anything that hypothetical GM could run to earn another success for the team? I do not see an option for optional encounters for success here.

Hmm
(Hypothetical Media Mistress)

While there's no word from PFS leadership on this (that I'm aware of), it would seem reasonable that they could repeat any of the "standard" encounters (ones that do not award a special success). In this act, that would be D-F. My original thought was that with only 70 minutes in this act, a party of PCs would find it difficult to finish 4 different combat encounters. However, with efficient tables running at breakneck speeds this has happened. In a format that is soft of time-obfuscated (like PBP), I can see that happening as well.

If the party unanimously wishes to try one of the higher sub-tier encounters, I suppose they could do that, but I would have an aid token ready.

Liberty's Edge *****

1 person marked this as a favorite.

Sadly, my tactics with the 10-11 boss was: have it watch for a round as players got close and the one who was flying got by the tentacles, and then have John Compton announce that the scenario is over and the Pathfinder have won.

Grand Lodge **** Venture-Captain, Online—PbP aka Hmm

2 people marked this as a favorite.

I found this closing of the portal to be Epic!

Silver Crusade **** Venture-Lieutenant, Pennsylvania—Pittsburgh aka Terminalmancer

rknop wrote:
Sadly, my tactics with the 10-11 boss was: have it watch for a round as players got close and the one who was flying got by the tentacles, and then have John Compton announce that the scenario is over and the Pathfinder have won.

Mine got near-instantaneously murdered. It was very sad. :(

Grand Lodge *** Venture-Captain, California—Sacramento aka FLite

Are Dweomercats Dweomer leap supposed to be swift or immediate actions?

Grand Lodge *** Venture-Captain, California—Sacramento aka FLite

1 person marked this as a favorite.

So. I made tabards for my owlbear pawns. Sigh...

*** Venture-Agent, Canada—Alberta—Grand Prairie aka DM Livgin

Jared Thaler wrote:
Are Dweomercats Dweomer leap supposed to be swift or immediate actions?

Must be immediate action (that is the only way it can work). I was shocked by the immediate action pounce, but it doesn't hit That hard, and the mechanics match the flavor that it is a mage killer.

Scarab Sages ***** Venture-Captain, Netherlands aka Woran

Jared Thaler wrote:
So. I made tabards for my owlbear pawns. Sigh...

We don't deserve you

Sovereign Court *** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

Ward Davis wrote:
Jared Thaler wrote:
Are Dweomercats Dweomer leap supposed to be swift or immediate actions?
Must be immediate action (that is the only way it can work). I was shocked by the immediate action pounce, but it doesn't hit That hard, and the mechanics match the flavor that it is a mage killer.

Immediate action is the only way it makes any sense, although immediate action pounces are quite... spectacular.

Then again, the encounter gives you a decent bit of breathing room to talk your way through it.

Dark Archive ***

1 person marked this as a favorite.

They might not hit that hard on the immediate action, but man were my players looking at me when the cleric cast a spell, got pounced. and the cat's turn was next in the initiative.

Sovereign Court *** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

1 person marked this as a favorite.
Davor Firetusk wrote:
They might not hit that hard on the immediate action, but man were my players looking at me when the cleric cast a spell, got pounced. and the cat's turn was next in the initiative.

Those are the moments that make GMing sooo sweet.

It doesn't have to be deadly, as long as it really upsets players' cold hard calculations about what could possibly go wrong.

**** Venture-Agent, Netherlands—Utrecht aka Quentin Coldwater

The same thing happened when I GMed it. The Arcanist was close to down after the immediate action, then down after the first attack in its own turn directly after. I could've killed him, but that wasn't fun for anyone, so he went on to maul someone else. The Arcanist was decidedly more careful in later fights.

Shadow Lodge *****

Lau Bannenberg wrote:


Then again, the encounter gives you a decent bit of breathing room to talk your way through it.

Especially if someone paid attention to nigels explanation where he mentioned that he had guardian creatures...

Liberty's Edge **

Has anyone ran the B version? Looking to see if there has been prep work done on it. I don't see anything on PFSPREP.

****

I haven't run Version B yet, though I am running it this Saturday
However, I do have some questions for anyone who may have run it already:

Questions Regarding Part 3 of Version B:
The PCs start with Area H (Blood in the Snow). Once that encounter has been completed, they proceed to Area I (Twinhorn Camp), where they can choose between three encounters/activities: meet with the Twinhorn Elders, fend off the undead (Spirits of the Past), or attack the Shadow Plane creatures (Planar Opportunists). All three of these take place on the map for Area I (though meeting with the Twinhorn Elders doesn't really require a tactical map). Or the players could bypass Area I entirely and proceed directly to Area J (Voice of the Shadow). Am I understanding this correctly?

Sovereign Court *** Venture-Lieutenant, Netherlands—Leiden aka Ascalaphus

Should we get a separate topic for B, to avoid spoilers for the new scenes? Or would that lead to much redundancy for recycled scenes?

*** Venture-Agent aka BretI

There would be a lot of redundancy.

Perhaps have the thread for B only cover changes to Parts 1-3 and content of 4?

Shadow Lodge ***** Venture-Captain, Texas—Dallas & Ft. Worth aka Azothath

#8–99: The Solstice Scar Part B has been publicly announced to run at
SCARAB 2018 (January 12-15, 2018 in Columbia, South Carolina).
so I'd assume the thread will transition with the scenario...

Shadow Lodge ***** Venture-Captain, Texas—Dallas & Ft. Worth aka Azothath

==========================================
       #8–99: The Solstice Scar Part B
==========================================

***

In encounter A3, what type of action is it to attempt to disable the runes? I'm assuming it's meant to be a standard action but it's not spelled out anywhere and Disable Device normally takes several rounds for complex devices.

** Venture-Agent, California—San Francisco Bay Area North & East

I ran it as a standard action. I think the complexity of the task is instead represented by needing ten successes to disable them.

**** Venture-Agent, Massachusetts—Lowell

GM Eazy-Earl wrote:

I haven't run Version B yet, though I am running it this Saturday

However, I do have some questions for anyone who may have run it already:
** spoiler omitted **

I haven't run it, but I read through the previous posts on this thread and I understand it as you understand it: choice. Of course, what happens when the players want to split up and do all three at the same time?

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