Handling a party of 1st-level, first mission PFS characters


GM Discussion


Context: I'm prepping modules for a con where I suspect, if I'm very lucky, there might be one player at the table who has played PFS before.

General Question: Is it reasonable to assume that a party of four first-level (possibly pregen) characters could survive either Mists of Mwangi or Decline of Glory? What can I do, as a GM, to increase the odds of survival?

Specific Questions 1: On Mists, there is an encounter with

Spoiler:
four undead critters, including a ghoul. Oh, and don't forget the zombie is AC 20 with DR 5/slashing.
I ran a session of Mists with my homegroup, and this encounter - their first - was damn near a TPK. I let them leave the museum at this point, taking the specifically-for-that-encounter gp amount to buy healing at a local temple. After all, they had NO money without that loot. I even let them sleep, because their confidence was gone. Were either of those two within the bounds of PF-OP?

Specific Question 2: On Decline, I had the opportunity to play through it with a rather experienced GM. He allowed us to sleep before the final encounter, because DAMN were we out of resources. We still almost died, because...seriously...it's a EL 6 encounter (time between only helps if you have resources to use in between). Is this something I can do as well, if and only if it's necessary?

Specific Question 3: I'm getting mixed signals on when XP is given. I've read the Organized Play book - it says (paraphrased) "on successfully completing the mission." But I've also heard a lot about three encounters, though I can't find the rule anyway. Which is it? Can you actually screw up and not get XP? Can you (especially on Mists) successfully complete but not have 3 encounters, thereby getting no XP?

Wow...four questions. Perhaps they should each be a separate topic. But any input would be appreciated.

Dark Archive 4/5 5/55/55/5 Venture-Agent, Indiana—Lafayette

Both Excellent modules and a fine choices. First up I'll refer you to some threads already in existence.

PFS 0-05 Mists of Mwangi

Most of this thread refers to 3.5 info that shouldn't matter much anymore since it has been converted to the Pathfinder RPG format.

PFS 0-24 Decline of Glory

Both of these threads discuss various situations that the GMs ran across and have ideas on how to deal with them.

That said, 4 1st level PCs should be able to complete both, as long as they play smartish. Also remember that although brand new First level characters cannot purchase any potions or scrolls, however before the scenario they can purchase these items if they have any dough left over with scrolls being more likely at 25gp a pop vs potions at 50gp.

You can always remind the players about the aid other action and flanking bonuses. In Mists even though the one baddie has a high AC it's attack isn't very high, a fighter fighting defensively could hold it up until the others are down then the party focuses on him. If the PCs fight one baddie each they may indeed have issues.

Resting during a scenario. I'd say that if it fits the scenario then I wouldn't have an issue with it. In Decline of Glory, if I recall correctly, there is nothing specific that indicates that resting before getting to the Distillery would be bad, not preferred yes, but probable acceptable.

As for the awards for partially completing a scenario, I believe it is full XP for completing 2/3 of the acts or 3 of the typical 5. I can't remember where exactly that is. I'm sure that another poster will add this info. The PA and gold rewards should be based on what was actually accomplished / found. Specifically in Decline there is a bag en-route to the caves that is often overlooked. If not found the gold from this act should be deleted from the maximum granted when filling out the chronicle.

Also in Decline when the final act triggers the previous acts bad guys quickly decide that survival is more important that there original mission.

I have had a very good time running both of these scenarios and would definitely say that the more information that the players can acquire at the start or during will help them greatly. If they are not asking for Knowledge rolls, ask them to make some periodically.

I hope that my rambling helps.


Cactus-Jack wrote:
Good stuff. Then: I hope that my rambling helps.

Your rambling was extremely helpful, thank you.

Cactus-Jack wrote:
As for the awards for partially completing a scenario, I believe it is full XP for completing 2/3 of the acts or 3 of the typical 5. I can't remember where exactly that is. I'm sure that another poster will add this info.

Anyone? If, in Mists, they

Spoiler:
just walk into the main room, and fight the last fight, thereby eliminating every encounter (all of them are described as "driven" by the mists)
do they get full XP?
Liberty's Edge 4/5

For Mists, given a different rule, yes, but missing the other encounters will also deprive them of most, if not all, of their PA for the scenario, as well.

The 3 encounter rule comes from the section on character death, on page 22, in the guide to PFSOP:
In any scenario, so long as a PC played three of the
encounters before dying and is brought back to life, he is
awarded XP for that scenario. PCs who do not return to
the realm of the living are awarded no XP for the scenario
in which they died. Finally, note that a 1st-level PC can be
returned to life in Pathfinder Society.

For oddball situations like Mists can create, the rule is on page 23 of the guide to PFSOP:
Experience is simplified in Pathfinder Society Organized
Play. For every scenario your Pathfinder successfully
completes, she receives 1 XP. For every 3 XP your Pathfinder
receives, she advances one level.

So, either completing three encounters OR successfully completing the main Pathfinder Society mission in the scenario, will earn your PC the XP.

Mwangi:
On the undead, depending on party makeup, they might not be as difficult as you think. Experienced players will know about the DR, for one thing, and having a Cleric in the party can sidestep most of the issue, anyhow. And then there are various "purpose" builds, which can handle this kind of thing as well.

2/5 *

kikanaide wrote:
if I'm very lucky, there might be one player at the table who has played PFS before.

I think this is very important point to emphasize.

No one has played PF before, so there won't be any optimization (actually, you can probably count on some weak characters), maybe a few pregens, and they definitely won't be using advanced tactics or have metagame knowledge.

Also, if you kill their PCs, they will probably never come back to PFOS play ever again. So you want to avoid this at all costs.

To me, this is a good time to use "weak" scenarios that don't have the potential for TPKs.

kikanaide wrote:
General Question: Is it reasonable to assume that a party of four first-level (possibly pregen) characters could survive either Mists of Mwangi or Decline of Glory? What can I do, as a GM, to increase the odds of survival?

If you could play the old 3.5 version of Mists, you'd be ok. From what I've seen so far, the new PFOS version might be too tough for this group.

Decline of Glory also has the potential for TPKs, and there were several when it was introduced at Gencon 2009 (with seasoned players).

I'd pass on both of these until they have more experience (and more specifically, can buy a Wand of CLW with PA).

I'd try the following scenarios instead:
- 3.5 Mists of Mwangi
- Frozen Fingers #0-4
- Silent Tide #0-1
- Among the Living #0-7
- Citadel of Flame #1-39
- Infernal Vault #1-55

kikanaide wrote:
Specific Questions 1: On Mists, there is an encounter with ** spoiler omitted ** I ran a session of Mists with my homegroup, and this encounter - their first - was damn near a TPK. I let them leave the museum at this point, taking the specifically-for-that-encounter gp amount to buy healing at a local temple. After all, they had NO money without that loot. I even let them sleep, because their confidence was gone. Were either of those two within the bounds of PF-OP?

Your home group of experienced players almost had a TPK and you had to let them rest and come back. It shows, Mists is probably too tough now.

It was legal if the amount of gold you received equals the amount of healing you received.

The timeline of Mists seems uncertain, but I'd say they can leave and come back.

kikanaide wrote:
Specific Question 2: On Decline, I had the opportunity to play through it with a rather experienced GM. He allowed us to sleep before the final encounter, because DAMN were we out of resources. We still almost died, because...seriously...it's a EL 6 encounter (time between only helps if you have resources to use in between). Is this something I can do as well, if and only if it's necessary?

I don't allow sleep before the final encounter because they have to chase Becher before he dies from his wounds. Whether he dies or not, if they wait the Will will fall into enemy hands.

The final encounter shouldn't be handled as an EL 6 encounter. First of all, there are 4-5 armed men inside the brewery with you, helping you defend, and maybe 3 weak combatants (harlots, barkeep). Second, you will probably only fight a few enemies at time and can keep them pinned outside the doors. Then our "spoiler villain" comes and everyone switches sides to fight for you again. The DM can do a LOT to help the PCs here, especially if they need it. The other NPCs can be used as fodder basically.

The end fight is great. It's quite epic and massive. My players really enjoyed the chaos.

Hope this answers your questions.

Paizo Employee Director of Brand Strategy

Jason S wrote:

I'd try the following scenarios instead:

- 3.5 Mists of Mwangi
- Frozen Fingers #0-4
- Silent Tide #0-1
- Among the Living #0-7
- Citadel of Flame #1-39
- Infernal Vault #1-55

Just a note that 3.5 Mists of Mwangi is no longer legal for PFS credit. Once updated to PFRPG, 3.5 versions of Season 0 scenarios are retired.


Thank you all for your hints and comments. I did wind up running those two scenarios (Jason, your advice was appreciated, but the games were the day after your post, so I didn't have time to prepare another module). As it happens, the PCs walked through #24. #5 (PFS version) gave them a little bit of trouble, exactly where I thought it would, but they managed to all survive. Judging by the amount of singing and high-fiving, had a great time doing so. Even if rounds with all of them conscious were rare. I think it was good that I ran them in that order - I had two returning players who were able to purchase some potions of CLW, which made a dramatic difference in their survival.

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