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


GM Discussion

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Grand Lodge 4/5

Pathfinder LO Special Edition, PF Special Edition Subscriber
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 5/5

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Starfinder Superscriber

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 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

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I found this closing of the portal to be Epic!

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
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 4/5 **** Venture-Captain, California—Sacramento

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

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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

3/5

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 5/5 5/5 *** Venture-Captain, Netherlands

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

We don't deserve you

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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 4/5 5/5

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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 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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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.

5/5 **** Venture-Agent, Netherlands—Utrecht

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.

5/5 5/55/55/5

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 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

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.

4/5 5/5

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 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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?

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

There would be a lot of redundancy.

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

4/5

#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...

4/5

==========================================
       #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.

3/5 5/55/55/55/5 *** Contributor

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

4/5

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?

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

A question about the Overseer GM. Do they get credit for running like a table GM?

I am thinking no but I wanted to ask.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Yes they do.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Can you point me to where that is stated?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Currently overseeing this very scenario, so searching from my phone is suboptimal. :) Will reference it further when I get home.

4/5 ****

Overseer gm is a gm. They get a gm sheet. Report a table for them with no players.

Grand Lodge 4/5

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Pathfinder Adventure, Rulebook Subscriber

Citation here and here.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Awesome! Thanks guys.

Grand Lodge 5/5 **

What maps are used in part 4?

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Flip-mat: Winter Forest and Flip-mat: Twisted Caverns.

1/5 5/5

1 person marked this as a favorite.

Does anyone have version C yet? I'm wondering what maps are in Part 5... Looks like:

Part 3: Army Camp, Bigger Forest, Basic Terrain Multipack(?)
Part 4: Winter Forest, Twisted Caverns
Part 5: ???

4/5

1 person marked this as a favorite.

Any update on maps in -C?

1/5 5/5

Status on Part 5 Maps for C? (Since it appears to be using 3, 4, 5)?

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Could we get a clarification on the aid token?

Aid Token wrote:
At the end of an encounter after using the token, pass it to another table. Before passing the token, you can perform a particular action to boost the effect.

I am currently playing in a play-by-post run of Solstice Scar B and am being told that you can use the token or boost the token, not both, when the aid token quite clearly says that you can boost it before passing it.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
Page 5 wrote:
If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

Steven Schopmeyer wrote:
Page 5 wrote:
If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table.

Steven, can you clarify your position?

The text you quoted doesn't directly contradict the text on the aid token. They both say that boosting the aid token is done when you pass it to another table. Passing it is done at the end of the encounter if you did not use the effect and choose to pass it, or used the effect.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

'If you don't need its benefits'.

Why would this be mentioned if you could use its benefits AND boost it while passing?

5/5 5/55/55/5

Steven Schopmeyer wrote:

'If you don't need its benefits'.

Why would this be mentioned if you could use its benefits AND boost it while passing?

TO keep boosting without using or passing without using an option?

Sovereign Court 4/5 5/5 ***

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Stat Block Prep for Part 5 is up!

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Am I correct that there are no 4 player adjustments in this aside from the twinhorn council scene at the encampment?

1/5 5/5

Jen,

The Stat Blocks for 1-2 have the 3-4 stat blocks in them on the .pdfs in Part 5, at least according to their headers?

EDIT: The *Initial* text says 3-4, the encounter blocks are the right blocks.

Grand Lodge 4/5

1 person marked this as a favorite.
Pathfinder LO Special Edition, PF Special Edition Subscriber
jmclaus wrote:
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.

Sorry for the late reply, I haven't checked this thread in a while.

All skill checks to disable the runes in A3 take a standard action, including Disable Device.

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

Exactly!

GreySector wrote:
Could we get a clarification on the aid token?

A table can use (gain the benefit of) up to 1 aid token per encounter. When they use it in this way they immediately pass it.

A table can forgo the benefits of an aid token and attempt to boost it. After they attempt, they immediately pass it.

They do not get the opportunity to use it and boost it.

Essentially, if your table receives an aid token and doesn't really need the benefits. Instead of just sitting on it for the rest of the scenario, they're encouraged to try and boost it and pass it to the next table, who may desperately need it. For smaller venues, they might even ask what sort of benefit another table needs and try and boost that aspect.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

In part Q, there are 5 spaces marked on the map:
H
G1
G2
1
2

H is the Heart or seed pod,
G1 is where the guardians start, unless they are surprised, in which case they start at G2.

The Scenario says the PCs start at Q1.

There is no Q1.

Is the intent that the PCs start at 1 if they do not get enough successes for "Unaware Guardians" and at 2 if they do? Otherwise unaware guardians just means the guardians start even closer to the PCs...

Contributor

Jared Thaler wrote:

In part Q, there are 5 spaces marked on the map:

...

Is the intent that the PCs start at 1 if they do not get enough successes for "Unaware Guardians" and at 2 if they do? Otherwise unaware guardians just means the guardians start even closer to the PCs...

I haven't seen the final pdf yet so things could have changed in development but I think there should be another condition that affects the PC placement in a sidebar or in the Table GM Instructions section.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Kalervo Oikarinen wrote:
Jared Thaler wrote:

In part Q, there are 5 spaces marked on the map:

...

Is the intent that the PCs start at 1 if they do not get enough successes for "Unaware Guardians" and at 2 if they do? Otherwise unaware guardians just means the guardians start even closer to the PCs...

I haven't seen the final pdf yet so things could have changed in development but I think there should be another condition that affects the PC placement in a sidebar or in the Table GM Instructions section.

It got changed.

Table GMs wrote:


Helpful Spirits: This condition triggers and affects the entire House once the tables have reported enough spirit successes. This affects the placement of the PCs in the encounter in area Q, and the House gains access to a new aid token benefit for the final encounter; see the Guardians and Spirits sidebar on page 39.
Helpful spirits wrote:

Helpful Spirits: This condition triggers if the House reports
enough spirit successes. The forest spirits accompanying the
PCs open two connected portals that allow instantaneous
movement between two trees in area Q. These trees cannot
be more than 60 feet apart. When a creature enters the area
of the portal tree, they can appear in a space adjacent to the
other portal tree. The portals work both ways and remain
open for 1 minute. The PCs can choose which trees form the
portals and only the PCs and their allies can use the portals.
Spells and effects do not travel through these portals.
When the encounter begins, one PC can attempt a Hard
Knowledge (nature) or Spellcraft check to increase the
distance between the trees to 120 feet.

Nothing about aid tokens or positioning.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Also the test of Might / Test of Speed say "Do not report any successes unless the PCs complete both" but don't say how many successes to report if they do.

1/5 5/5

So how is that supposed to work, when the NPC asks them if they want an 'either' 'or' sort of situation?

Do you choose to test your
speed or might?

It SOUNDS like an 'either/or' not a 'must do both'. Should a 'first' be added after might?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

After you do the first one, if there is still time left, the gm has him give the choice to do the other one.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Basically, both tests are optional bonuses, you don't have to do either.

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