Pathfinder Module for Society Play - Mask of the Living God


GM Discussion

Liberty's Edge 1/5

I am thinking of running my first module for society play. I have chosen Mask of the Living God.

In the Pathfinder Module: Mask of the Living God Pathfinder Organized Play PDF that details the rules for running the module in Pathfinder Society it says the following:

Conditions, Death, and Expendables
Whether playing one’s own PC or an alternate version of
another character, no conditions (including death) carry
beyond the end of a module. Likewise, any wealth spent or
resources expended during the course of the adventure are
considered unspent upon the module’s completion.

I am a bit confused about the above statement as it applies to how society scenarios are typically run.

Is this really saying that if your society PC dies within this module than he actually did not die?

Are society PCs getting to use the expendables that they have for free, and in fact, make free purchases?

I am sure that I am totally missing something here and that my above questions are not the case but I thought it best to come here for an answer to my question rather than making any assumptions.

Thanks in advance!

5/5

starchildren3317 wrote:


Conditions, Death, and Expendables
Whether playing one’s own PC or an alternate version of
another character, no conditions (including death) carry
beyond the end of a module. Likewise, any wealth spent or
resources expended during the course of the adventure are
considered unspent upon the module’s completion.

I am a bit confused about the above statement as it applies to how society scenarios are typically run.

Is this really saying that if your society PC dies within this module than he actually did not die?

Yes.

Quote:


Are society PCs getting to use the expendables that they have for free, and in fact, make free purchases?

Correct, though free purchases do not last beyond the module.

Quote:


I am sure that I am totally missing something here and that my above questions are not the case but I thought it best to come here for an answer to my question rather than making any assumptions.

Nope, your reading is pretty much spot on.

Quote:


Thanks in advance!

You're welcome!

Modules are a lot different than scenarios, and tend to have a LOT more encounters than even 3 scenarios would have for the same type reward. The cash received for playing through a module is balanced against what expendables you would normally use during the course of a scenario you get a higher gold reward for playing solely scenarios.

My only table TPK was in a module...and it never happened for those characters thankfully.

The Exchange 5/5 RPG Superstar 2010 Top 16

Sniggevert,

Is it also your understand that these rules apply to items and services purchased with prestige? Let's say a Pathfinder Soceity group runs through the Carrion Hill module. Can I just spend prestige on spellcasting and vanities and whatnot, and not have that count after the module is over?

Or does it apply only to items and services bought with gold?

Grand Lodge 4/5

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

My initial gut reaction would be that it only applies to purchases made with gold but it does read "wealth spent or resources expended". Prestige Points are resources.

5/5

Chris Mortika wrote:

Sniggevert,

Is it also your understand that these rules apply to items and services purchased with prestige? Let's say a Pathfinder Soceity group runs through the Carrion Hill module. Can I just spend prestige on spellcasting and vanities and whatnot, and not have that count after the module is over?

Or does it apply only to items and services bought with gold?

That would be my interpretation. You can spend the prestige to get a boon or spell cast on you. However, any boon or spell effect would be negated at the end of the session.

For example, if you had a 5th level character running through Carrion Hill, and you had 20 PP to spend. You could buy a porter, buy 2 PP item for 750, and spend all the money you had on you for items to use during this module. It's marked on a side sheet, and not your most recent chronicle. At the end of the module, you get your chronicle with your XP, your gold, and PP, and that gets added right after your previous chronicle without any markings for expenses. Any items or boons purchased that are still remaining are treated like they were consumables found during the adventure and disappear.

Now if you had a negative, like a negative level, disease, etc. on your previous chronicle, you could spend PP to cure this during the module, but it would not be marked on a chronicle as being removed. It would still be in effect once the module was over and the character rejoined normal play.

At least, this is my reading of the intention for the modules. They appear to be done outside the normal course of scenarios and kind of like Las Vegas, what happens in a module stays in a module.

The Exchange 3/5

Greetings Mortals--

Has anyone run through this yet? How long did it take? (I'd like a few responses so I can take an average.)

I consider adding this to the schedule at Kublacon, but want to limit it to 3 slots.

Thanks.

-Pain

Liberty's Edge 5/5 **

I ran this one at a local gameday. We finished it in ~10 hours and that was with a full lunch break.

Dark Archive 5/5 5/55/5 *

I've both played in & run players thru this adventure.

Both times we managed to get things done over a pair of Monday evenings.
[so 9-10 hours].

4/5

Likewise, we took about 9 hours.

Possible Traffic Jam:

When the players finally decide to start raiding the temple, they can trigger many encounters at once. For us, this represented about a three hour combat as we fought 3-4 encounters almost simultaneously. Fortunately, this wipes out almost half of all of the defenses in the temple, making the rest a fairly quick stroll.

Liberty's Edge 5/5

9-10 hours.

The Exchange 3/5

Thanks Feral, Omega Man, Yahirma, & Mr. Christian.

Awesome. We'll make that mod happen at Kublacon.

-Pain

Lantern Lodge 4/5

I am going to use one of my spell-like abilities to do some threadcromancy. I am planning on running this module and I am trying to make sure I have the XP and Prestige correct. At the end should all the players end up with 3XP and 4PP?

Silver Crusade 2/5

dragonkitten wrote:
I am going to use one of my spell-like abilities to do some threadcromancy. I am planning on running this module and I am trying to make sure I have the XP and Prestige correct. At the end should all the players end up with 3XP and 4PP?

They should end up with 4 Prestige and 4 Fame.

Liberty's Edge 4/5 5/5

dragonkitten wrote:
I am going to use one of my spell-like abilities to do some threadcromancy. I am planning on running this module and I am trying to make sure I have the XP and Prestige correct. At the end should all the players end up with 3XP and 4PP?

That's right, assuming the players all play every session; see the 'Applying Credit' section on pages 29-30 of the Guide to PFS Organised Play v4.2 for the full details.

The Exchange 4/5 *

is this still true?

Grand Lodge 4/5

I need more specifics about what we're asking here.

4/5 ****

I would ignore almost anything you read here, it's regarding what the modules were 6 years ago, where you played a clone or deleveled or leveled up version of your character.

It hasn't been like that in forever.

4/5 5/55/55/55/5 **** Venture-Agent, Minnesota—Minneapolis

Note that the current rules for Masks doesn't include anything except the chronicle sheet.

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