I'm running this on the weekend and I have a quick question.
I like the idea of bringing back Kurshu with Krune's wish, but I'm not sure it can. Wish says it simulates Resurrection and Resurrection can't bring back outsiders, which Kurshu is. Does Wish bypass this limitation?
Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes: one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from gaining a permanent negative level.
last sentence of Resurrection wrote:
Constructs, elementals, outsiders, and undead creatures can't be resurrected.
First - under normal circumstances, you cannot ready a charge. Let's assume the fighter has the Rhino Charge feat which allows him to do this.
Readying an action changes your initiative.
Initiative Consequences of Readying wrote:
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.
So for the rest of the combat, the fighter would act right before the wizard, and thus would not get a second action in that round.
In PFS a Ring of Spell Knowledge cannot be used to gain a spell from a witch's patron list. Unless it appears on another arcane list somewhere that I've missed (and I'd love to be wrong on this one) Divine Favour is not allowed in the Ring.
Here's the quote from Mike Brock: Link
Shield is totally allowed in a Ring of Spell Knowledge II for a bard though.
I really enjoyed playing this scenario. We ran 2 tables, a high and low subtier, at the same event. Everyone at these tables seemed to have a great time.
I played an evocation focused wizard. Since we had a day to prepare, I was able to alter my normal spell list and scribe new spells as appropriate. I can't tell you how much I appreciated this.
Our GM was a very experienced player. He had GM'd before, but never for PFS. He said he felt a little out of his depth with this scenario, but I and the rest of the table thought he did a great job.
We ran into 1 combat, and that's because we thought the magic books were hiding something, so we triggered combat.
My only issue with puzzle scenarios like this and the Disappeared, is that sometimes the characters are smarter than the players. I would like to see hints on puzzles (in the form of an Int check, or some other suitable skill) to be used if and only if the players are having trouble solving something like a cypher or a riddle. It's kind of jarring when Int 7 Barbarian solves a problem the Int 22 wizard can't because the Barbarian's player knows how to solve cyphers. Avatar-1 pointed out hints that he would give out, but I would like to see things like this actually written into the scenario. This way we don't feel that we're stepping outside the Run As Written rule.
Overall it was a fun evening and an enjoyable scenario.
I had this come up when running a scenario during a con. Certain items may or may not have been needed to complete the scenario.
The Midnight Mauler
The players needed some wolfsbane and were told that it was selling in town for 800gp a dose (the scenario outright says this). Normal selling price for Wolfsbane is 500gp a dose.
The Wolfsbane is not required to complete the scenario, but without it "the good ending" is not possible. This is unknown to the players of course.
There is an encounter in the scenario designed to let them get said items for free, however, they decided they wanted to steal some from a merchant.
I decided to let them try theft. They tracked down a merchant who had said item in stock. I put one in a safe behind the counter. Given the circumstances in town it is unlikely he would have had it in the open, nor would he have had more than one.
The PCs would need a distraction to get behind the counter and either a disable device check to open the safe, or sleight of hand to steal the key from the merchant. Once they got a look at this layout, they decided it wasn't worth the risk and moved on. If they had tried and succeeded, I would have given them an extra item to use by the end of the scenario (which in all likelihood requires multiple uses of said item). If they had failed, well, as it happens one of the following encounters is with a judge...
So yes, in certain circumstances, I'll let PCs try to steal from NPCs during a scenario. Of course, this won't affect the gold or items gained on the chronicle sheet. There may be consequences for getting caught and I'll be using some of the ideas presented in this thread to deal with them. I also won't let them go overboard (no stealing a +2 Evil Outsider Bane Greatsword from a merchant). But creative, out of the box thinking should be encouraged whenever possible.
Mark Seifter wrote:
No battle bison on Summon Monster IV? To shame I say! Trampling is fun for everyone. Even the mighty Season IV 7-11s saw need to fear the might of the battle bison.
I agree with you Mark. Stampeding herd animals are are scary if there's enough room for them. I try and avoid summoning them so that I don't get in the way of other players. However, when my party of 3 sorcerers and a bow ranger played Fortress of the Nail, the gloves came off.
Leaving the Bisons out of this post was a copy/paste failure on my part. In my defense, I mentioned Aurochs in Summon Monster I-III!
Consider my wrist slapped and my heart shamed. :)