Vanessa Hoskins |
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.
Terminalmancer |
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. :(
FLite Venture-Captain, California—Sacramento |
FLite Venture-Captain, California—Sacramento |
Woran Venture-Captain, Netherlands |
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
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.
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
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.
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.
Quentin Coldwater 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.
Gary Bush Venture-Captain, Nebraska—Omaha |
GM Eazy-Earl |
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:
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
BretI Venture-Lieutenant, Minnesota—Minneapolis |
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...
Kate Baker Contributor |
Scott Romanowski |
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?
Gary Bush Venture-Captain, Nebraska—Omaha |
GreySector RPG Superstar 2013 Top 8 |
Could we get a clarification on the aid token?
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.
TriOmegaZero |
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.
GreySector RPG Superstar 2013 Top 8 |
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.
FLite Venture-Captain, California—Sacramento |
Vanessa Hoskins |
1 person marked this as a favorite. |
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.
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!
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.
FLite 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...
Kalervo Oikarinen Contributor |
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.
FLite Venture-Captain, California—Sacramento |
Jared Thaler wrote: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.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...
It got changed.
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: 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.
FLite Venture-Captain, California—Sacramento |
FLite Venture-Captain, California—Sacramento |
FLite Venture-Captain, California—Sacramento |