Master of the Fallen Fortress time question


GM Discussion

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber

I've got a group of 5 players coming into Atlanta for Dragoncon and have never played PFS. So, I get to introduce them to it :) With that said, I am planning to run them through the Master of Fallen Fortress. I want to make sure I have enough time after we are done to explain factions, PAs, etc....

I know it is slotted to run overr 5 hours, but for DMs who have actually run this game, how long does this game generally run? Does it take the full 5 hours?

Shadow Lodge 5/5

I have not run it, but it seems long. If you count up the actual encounters, there are a lot more than your "average" five-hour PFS game.


I don't think I've seen it run over 3 hours before. It's fairly short compared to a normal scenario.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber

Awesome. Thanks for the info.

Sczarni 4/5

MisterSlanky wrote:
I have not run it, but it seems long. If you count up the actual encounters, there are a lot more than your "average" five-hour PFS game.

Spoiler:

it seems that way, but the size of the fortress itself (the small rooms) facilitate quick deaths to most of the creatures. It does make some small issues for those trying to flank. Also many of the encounters are single creatures, so don't get to live long due to the economy of actions. All in all its a good intro, the group I ran through it was a little too hack/slash for my tastes, but this one also felt a little more dungeon crawl-y than normal for some reason.. the trog stench aura is the only reason some of the monsters survived the first round.


Wow. Blast from the past with rookie Michael Brock asking basic questions about PFS. :D Things have changed indeed since 2010, Michael. ;)

5/5 5/55/5 *** Venture-Captain, Germany—Hamburg

It's been a while since I have run it, but I have to agree it doesn't run too long, especially when you have all the maps prepared.
The monsters aren't very strong, and if the players are clever, they can even solve the first encounter without combat.

First Encounter of MotFF:
When I ran it, the PCs, seeing they were approached by hungry dogs, simply threw their trail rations at the dogs.

Liberty's Edge 1/5

I've run it twice in four hour blocks as well as saw it run at an adjacent table. None of those times did we go over at all. I'd say you are safe to run it and have time to run through the basics afterward.

Grand Lodge 4/5

Note: The original post, from Michael Brock, is from 2010. Not totally sure why Andros cast Raise Dead on this thread, other than as an interesting curio of Brock's early days in PFS.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

It looks like he raised it purely as an interesting curio. Also as an illustration of the lofty heights new GMs may aspire too.


True.

And I was browsing through old thread because I was genuinely looking for GM comments on Master of the Fallen Fortress.

The Exchange 5/5 RPG Superstar 2010 Top 16

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What can we help with, Andros? It's one of my favorite adventures.

For PFS I start by asserting that the PCs are *not* Pathfinders yet. They're all hopeful applicants at the gates of the Grand Lodge, having come from Desna knows where. And they all get rejected.

So, they're sitting in a bar in the Coins district, trying to figure out where they should go from here. (The Aspis Consortium might be hiring ....) When there's a tremor. Five minutes later, a fellow in a hap-hazard guards uniform comes in, asking if anybody's seen guard captain Antaroth. Seems that one of the formerly-sealed siege towers has partially collapsed, and the guard needs to secure it by morning.

And the PCs always take the bait and light out, hoping to prove themselves to the Society by exploring the tower.

So, when they rescue the bard at the end, and return to Absalom, their admission into the Society is the resolution of an arc.

4/5

Nice Chris, i'm goin to use this next tume i run it.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I've used a slightly different approach.

All the PCs are currently in the Absalom Guard (you have to pay the bills somehow while trying to join the Pathfinders) and happen to be the duty squad on duty when word reaches the Guard that one of the Siege Towers has been split open - and movement was seen inside.

Once they rescue the bard, the bard expedites their entry into the Pathfinders.

The next two scenarios that I try and plan are the Confirmation followed by First Steps I, in Service to Lore.

The Exchange

I ran Master of the Fallen Fortress two weeks ago for a new group of 5 players. Not specifically Society (though we were all introduced to Society by after the game). I had a full 5 hours with them and I had to cut quite a bit for them to finish the tower.

Now we did have five people learn (I myself have been GMing for a long time, just not society) the game. Though one can make a case that happens when you run it for new players.

Silver Crusade 3/5

Because the characters I ran it for all had 1 or 2 scenarios under their belt, I just refluffed it so that they were searching for the missing Pathfinder, not just accidentally finding him. Worked okay.

It was suprisingly easy, none of combats were really of any challenge until the collapse at the end managed to kill one PC.

5/5

Mistwalker wrote:
The next two scenarios that I try and plan are the Confirmation followed by First Steps I, in Service to Lore.

I was going to run MotFF, First Steps, then Confirmation - any reason in particular you're running them the other way?


Thanks for your input GMs. :)

Silver Crusade 1/5

Majuba wrote:
Mistwalker wrote:
The next two scenarios that I try and plan are the Confirmation followed by First Steps I, in Service to Lore.
I was going to run MotFF, First Steps, then Confirmation - any reason in particular you're running them the other way?

I have not yet GMed First Steps I, but I heard the fight at the end can be pretty deadly if luck is against PCs (an enemy with an axe is always a huge gamble - one crit and *every* level 1 player goes down, x3 multiplier and all that), so I could see using Confirmation as a "buffer" so SCs will have slightly better equipment by then.

The Confirmation can turn out pretty deadly too, but only if your players are the type who likes to take a risk.
Spoiler:
Attacking the minotaur head-on in front of the cave: It can't be flatfooted so it WILL hit them once with an AoO and if they're dumb enough to attack Uori they might get in trouble, too - though the latter is just a theory of mine


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Majuba wrote:
Mistwalker wrote:
The next two scenarios that I try and plan are the Confirmation followed by First Steps I, in Service to Lore.
I was going to run MotFF, First Steps, then Confirmation - any reason in particular you're running them the other way?

A few reasons:

1. Master of the Fallen Fortress allows the PCs to become Pathfinders (Field Commissions) - it would make sense that their next mission is the confirmation (which has a guide for them).

2. By running the Confirmation second, I can use Janira to point out equipment deficiencies without seeming to controlling. Things like tanglefoot bags, alchemist fire, smokesticks, etc.. Especially as they will find that in Janira's backpack.

3. I find it easier to explain that the PCs are tasked with First Steps as something to do right after their confirmation, while waiting for a "real" mission to come along. Telling PCs that they are doing a pathfinder mission (First Steps), then sending out on their confirmation, to determine if they are/should be pathfinders just seems backwards.

4. I believe that there will be a greater chance that the players will realize just how deadly Ledford can be with his axe (after seeing what a Minotaur can do with an axe).

If possible, at the end of MotFF, I get the pathfinder bard to ask the PCs to help them copy down any notes, symbols, write out descriptions of the rooms, items there, the equipment used by the trogs, etc.. I find this helps put a more Pathfinder spin on the module.

Liberty's Edge 2/5 *

I ran this one at a local mini con recently. I wanted to give the newish players a bit more of a run than a hit and giggle 1+5 hours.

I found some awesome maps in the gm drive and printed out in color and away I went.

I used Drendle Drang as my go to VC. He asked the Pathfinder agents if they could rescue his assistant.. who he had forgotten the name of and had it written down on some parchment he could not find either. He wanted it kept off the books, for some reason which he could not remember.

Now i took my time with this 'Scenario'. Also the 3 hours didnt seem to go so long.

Silver Crusade 1/5

Mistwalker wrote:


3. I find it easier to explain that the PCs are tasked with First Steps as something to do right after their confirmation, while waiting for a "real" mission to come along. Telling PCs that they are doing a pathfinder mission (First Steps), then sending out on their confirmation, to determine if they are/should be pathfinders just seems backwards.

While all of your reasons are excellent, I don't find it too hard to explain this - "Yes, you have proven yourselves in battle, and you - though shortened - training goes well. But before we can truly offer you membership as a Pathfinder we have to see if you are willing to really support the Society. Please fullfill these simple tasks as part of your training!"

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