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First, if I run (eat) a season 0 round that only awards 1 PA(instead of 2 in season 1) do I still get the 1XP, +50% of gold given and 1 PA still? I think it was The mists of Mywlgi or something like that.
Second, this came up in one of the rounds i ran. One of the players lost 4 points of Intelligence from a yellow musk creeper. After the session he wanted to use 1 of his PA points to get a Lesser Restoration from the society. He did but got 3 back and used 1PA more to regain full INT again. The question is can he spend 2 points to get the 2 spells or just once per round and does he have to pay for the spellcasting services or just spend the 1PA only?

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I will answer your first question - Yes, you are correct. You still get one PA for a scenario that only offers one.
I am not sure about the second question - I would suspect that he could burn 2 PA to remove the condition.
For the second question, I have always assumed that you healed damage between mods. Since the yellow musk creeper does int damage (not drain) I would assume it would be cured at the start of the next mod.
In the interest of a complete answer I searched the guide to organized play and see no reference to healing between mods however so there is a very real chance i have been doing this wrong for the entire campaign.
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Dave the Barbarian wrote:I will answer your first question - Yes, you are correct. You still get one PA for a scenario that only offers one.
I am not sure about the second question - I would suspect that he could burn 2 PA to remove the condition.
For the second question, I have always assumed that you healed damage between mods. Since the yellow musk creeper does int damage (not drain) I would assume it would be cured at the start of the next mod.
In the interest of a complete answer I searched the guide to organized play and see no reference to healing between mods however so there is a very real chance i have been doing this wrong for the entire campaign.
That's correct, anything that's going to heal on its' own between modules is assumed to do so (After all, your next orders could take you weeks away by ship.)

Enevhar Aldarion |

The Yellow Musk Creeper description says it does Int damage not drain, so it is not permanent and does not need a restoration spell to recover it.
And this is from the core book on healing ability damage normally:
"Healing Ability Damage: Temporary ability damage
returns at the rate of 1 point per night of rest (8 hours) for
each affected ability score. Complete bed rest restores 2
points per day (24 hours) for each affected ability score."
In other words, so long as it is not permanent damage, the character would probably be considered fully recovered by the next game, the same way in PFS play you would not start the next game with however many hp you had left from the previous game.

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The Yellow Musk Creeper description says it does Int damage not drain, so it is not permanent and does not need a restoration spell to recover it.
And this is from the core book on healing ability damage normally:
"Healing Ability Damage: Temporary ability damage
returns at the rate of 1 point per night of rest (8 hours) for
each affected ability score. Complete bed rest restores 2
points per day (24 hours) for each affected ability score."In other words, so long as it is not permanent damage, the character would probably be considered fully recovered by the next game, the same way in PFS play you would not start the next game with however many hp you had left from the previous game.
That makes complete sense, thank you. Even though why have lesser restoration available! LOL