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Mike Bramnik wrote:
Calybos1 wrote:

...which in turn means that it would be great to have some replacements for the full 1-2 experience.

You still can get that experience:

5-08 The Confirmation
3-IN First Steps Pt 1
MFF Master of the Fallen Fortress

All are tier 1 or 1-2, meaning they are endlessly replayable with level one characters (and I'd personally recommend them in that order...for reasons!)

Which doesn't seem the same experience to me at all. The experience of playing the three FS scenarios just isn't the same as playing some hodgepodge collection.

I wish they would re-write FSII and III the small amount that would seem to be necessary to make them still usable. The trio gave a good variety of tasks and scenario types, with a city, dungeon, and wilderness adventure, fights and puzzles, and so forth. FSII, in particular, was one of my favorites as a player.

As for The Confirmation, I was very resentful as a player of the ridiculous tactical choice I felt we were forced to make, despite the scenario being well-considered by most. While I am reserving rating it until I get a chance to run it as a GM and see all of the behind the scenes material, it also sure seemed like the scenario took the most problematic part of FSI and amped it up a few notches.

As for order played, one of the boons on The Confirmation is best applied to a zero xp character so it may make sense to have it go first, though I was definitely glad my character had some PP and gp to spend before going through it. But, nosig has a good point about the 2nd-level playability of The Confirmation.

On the other hand, I would say that all of these introductory adventures offer too much player-killing (and even TPK) potential, which has to be one of the worst ways to introduce a new person to the game, possibly even to RPGs. Perhaps it would be better to play some season 0 scenarios, or maybe just play with Pregens for a bit, perhaps through 1st level, since no one gets to attached to a Pregen and they don't 'die' in quite the same way.


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I keep trying to convince friends and my significant other that this hobby is more than just something for teenage boys but have little luck. Getting "Inner Sea Magic"(cover) in the mail was just embarrassing. I want to get and read these things but I just feel silly.


One problem is that I just went through it as a player, with five level 3 players attempting the 'level 3-5' third chapter of the dungeon, and we all want to give that section really poor reviews right about now. It is a game-killer in an otherwise pretty fun scenario bundle, so I was thinking that it might be fixable in campaign mode.

Spoiler:

The mi-go 'Visitant' killed one front line player the first round, taking him from full to -22 perma-dead (50 damage) and then knocked the second front line fighter - an 'unbreakable' plate mail-armored fighter - from full to -8 (48 damage) the next round. It would have been a TPK if not for a lucky spiked door (and probably a generous GM).

Going by the PRD's rating system ("Table: Encounter Design"), if I am understanding it correctly, this would be a considerably more-than-Epic level of difficulty for 3rd level players as CR+5, and 'only' Epic difficulty for 5th level players.


Chris Mortika wrote:

By the nature of the adventure, though, there's nothing to keep you from running characters through a lot of the town, making allies with the Blue Basilisks, or antagonizing the Baron and his delicate plans to play one group off against another. (They found the Sword of Zog! What does that do to the goblin chief's reputation in town?)

I know it's fashionable in some quarters to ignore the town and start the adventure in Room #1, but I think that sacrifices a lot of the best parts of Thornkeep. (I don't know how you'd run "Sanctum of a Lost Age" without the party already knowing that there's a missing band of Pathfinders.

But don't underestimate what "Campaign Mode" means. It's not just adding town encounters. Let's say that the party allies with Ploog and teams up with his servants. In Campaign Mode, the GM has license to beef up the remaining encounters, to compensate for former threats now being allies.

If it can't be played in campaign mode, how do you do other parts of the scenario besides the dungeon? Do you just do the other encounters but not provide experience and other rewards for them? Can you add other encounters at all in PFS?


Can the Thornkeep module be played in PFS 'campaign mode'? I had got the idea that it could, probably from reading how The Dragon's Demand module can be played in campaign mode, but I think now that I may be wrong, unless it says so somewhere else.

I had really hoped to take my PFS group through it, but in a way that will allow a bit more flexibility for starting conditions, side quests, and the like.


Yeah, it seems all of my alchemist-running players interpret it differently than I do, so the correct answer may not be so obvious after all. :-\


Thanks, Quantum Steve. That is what I thought, but not how I've seen it played, so I was uncertain.


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To ask a question that seems to have been asked before but incompletely answered, "Does an alchemist's splash damage affect each adjacent square to the target (so, 8 squares besides the target's square) or does it affect four squares total like a 5' radius spell's effects?"

The latter seems to make more sense to me in that it matches up with the four squares one would splash with damage if one targeted an intersection.

But, the former seems to be closer to the RAW, and it is the way I've seen it played. Still, going from 9 affected squares when targeting a creature to 4 affected squares when targeting an intersection would make me want to target some random insect/imaginary foe in the square, thus getting 5 extra squares...


Thank you, BigNorseWolf, I see that now and downloaded the updated version of the GPSOP and see how it will be covered. (Conveniently, its still the same page. :))


Hi,

I'm sure this is covered somewhere, but I haven't found the definitive answer on the boards or in the FAQs: Where does it officially talk about how to handle later factions (like Silver Crusade) in earlier scenarios where those factions - and their faction missions - didn't yet exist?

I've read somewhere about how Silver Crusade characters can take the Andorran mission, for example, but can't seem to find it or the official version again.

Thanks!


Hiya,

I didn't see this in the FAQs or find a good answer already on the boards, so please forgive a dumb question:

Is it really possible for a wizard to get their spells with 8 hours rest and an hour of study, spend their 'daily' limits in 15 minutes, and then rest 8 again, etc., and get their spells back?

It seems like the letter of the rules would say so, but I always interpreted it in the spirit of one set of spells per 24-hour day, much like the cleric who can only get their spells renewed at a particular hour of the day.

This happened in a game I was recently in and I argued against it, even though it benefited me - I really am a masochist! - and probably saved the party from a TPK. It just seems wrong...

Thanks!