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![]() New Scarab Sages faction journal card allows you to use your faction journal card goals with knowledge: history and knowledge: plains. This helps a bit, but I assume you are on the old card. You can also kill stuff. Helps a lot in many scenarios! And since you can carry stuff with your Str, I recommend buying some out of combat gear that can be situational, but sometimes useful, like ropes, nets, bells etc. Maybe some situational level 1 wands you can borrow to your friends. ![]()
![]() I ran this higher tier. Here's how it went: Spoiler: Everyone knew about Galt more than me as somewhat new gm, so I didn't have to brief them much extra. I usually like to give extra background info about locations anyway. Funnies part of the scenario was 4 experienced sailors rowing up the river for 10 days to take PCs to village. I printed some pumpkins on paper and made players draw their carved pumpkins. They somehow all rolled low on skill checks about clues and didn't notice anything funny and priest died during night because of that. One player was toying with the idea to escape during night from inn arrest to investigate murder, because he was trying to fill some boon or faction thing. (not sure what it was) But they decided to wait till morning and thus avoided fighting the guards. After facing pumpkins at field I forgot fear aura as well at first, but made them roll saves middle of fight anyways. They had no trouble speaking to leshy, since they had couple people who knew the language. One of the party members had ability to make possessed pumpkin their servant and he had his own possessed gourd under his control rest of the scenario. At the ruins one player made their phantom stealth check to investigate ruins and saw skeletons so I allowed them to make an ambush and surprise round. They smashed the glowing pumpkin to make consecrated ground under the skeletons and asked if they fulfilled goal to destroy haunt permanently. And I told them they don't notice anything indicating anything like that happening, so I let them roll religion check and they rolled high, so I gave them instructions to bury the bones to destroy it permanently. Finally at the town after everything happened they finally try recruit Armeline and just barely succeeded with the skill check rolling exact amount needed. All in all they thought it was somewhat difficult scenario with all the investigation going on and skill checks needed to fullfil goals. Enemies weren't that much of a problem, but they came close losing both prestiges, but still managed to earn both.
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![]() We were playing certain deadly module with out local PFS group and had some really bad luck in multiple fights. Then at one point there was really tough fight with high level enemy alchemist. We were almost dead and nothing we could really do, several friends down and our healer constanly thinking about running away and leave us die to save himself (and his character). Our gunslinger was prone at floor and with his final wish pointed the gun at alchemist and rolled nat 20 and critical hit enemy alchemist dead. We talked about it afterward, it would have probably been tpk if he didn't roll that crit. We didn't finish the module. We were beaten multiple times and we were running out of resources. GM asked do you want to continue and we looked at each other and decided to run away and abandon our mission and save ourselves and our characters. ![]()
![]() DM sais this is an easy scenario, you can play up (me with lvl 1 character playing 3-4 tier). Then first monster that appears is earth elemental who starts hitting party with 25 damage melee hits and you stare your 9 max hp and then DM and then back at your hp and then at your DM again. That's how I lost my first character, scenario was also tpk. |