Fighting Fantasy GM |
As a GM I liked this scenario a lot. It was easy and fun to prep as it had a nice level of believable detail and background story. The NPCs for the two sub-tiers were also levelled in such a way to make them easier than usual to switch between them - so less prep required.
I had no issues at all with the flow of the scenario and the faction missions were good, fun even.
Handling the boon was tricky. They didn't trash the place and they saved injured customers, but didn't do anything particularly noteworthy and weren't particularly into the role-playing with Sendeli at least at first, so I originally only gave them a temporary boon bonus (one of the PCs would have failed their faction mission but for their restraint in the combat). I wasn't planning on giving them the full boon at that time. However they returned after the scenario to get the promised free meal and discussed the outcome with her to gain the full boon.
I also liked the artwork used in the scenario which I cut out and used for scene setting. This also avoided the issue I have with some creatures from the non-core assumption Bestiarys in other scenarios - where I know everything about the creature except what it looks like...
The opening scenario is going to be a pig to draw if you don't have a suitable tavern/restaurant flip mat. Any tavern floor plan should do the job well enough with some improvisation.
The other floor plans are much easier to draw, though would have benefitted from being fully predrawn or printed.
For the initial social encounter I handed out menus with the note attached to one of them (I used the Ghostly Minstrel menu handout from Ptolus). This seemed to go down well.
A difficulty I had was nailing down who took the (ahem) item after the first encounter without tipping them off that something was up. And the fact it was stored in a backpack rather than used made it a further problem later.
In general I found the combat tactics weak throughout which meant I was trying to eke out every bit of their build (while sticking to base tactics) to make them a proportional challenge, without much success, This was against a group that were playing up and so the NPCs should have been a challenge without trying. My group avoided the optional encounter which might have been a challenge. A PC caster took a full ranged attack from the big bad without too much inconvenience. Then the BB went down quickly - so didn't get a chance to get away.
I note that the thugs in the first encounter have the Vital Strike feat when I don't believe they can legally have it.
Jim Groves Contributor, RPG Superstar 2010 Top 4 |
Thank you for your kind remarks!
Handling the boon was tricky. They didn't trash the place and they saved injured customers, but didn't do anything particularly noteworthy and weren't particularly into the role-playing with Sendeli at least at first, so I originally only gave them a temporary boon bonus (one of the PCs would have failed their faction mission but for their restraint in the combat). I wasn't planning on giving them the full boon at that time. However they returned after the scenario to get the promised free meal and discussed the outcome with her to gain the full boon.
It is tricky to handle. I have heard reports that some GMs indiscriminately give it to everybody, and some withhold it, and some give them a second opportunity at the end. There is no wrong answer, you have to go with your gut. Mark and I discussed this, and we knew different GMs would handle it differently. I HOPE that GMs will be thoughtful about it, but remain realistic at the same time.
The thing is, GMs who post to these boards want to be trusted and ask to be trusted. So I granted that trust and the responsibility, knowing that some would handle it better than others. The fact that you hesitated and made the PCs work for it a little bit more is all I could ever ask. Perfect. So good job you!
The opening scenario is going to be a pig to draw if you don't have a suitable tavern/restaurant flip mat. Any tavern floor plan should do the job well enough with some improvisation.
Sorry! I fought for that Flip-Mat. :D
The Golden Serpent was presented to me as a bit of lore from early in the campaign setting. It easily predates PFS Organized Play, and there was the mandate that I try to honor the original intent. A simpler map was suggested, but I advocated for this one because it really captures the concept. I was really pleased they relented. Sorry if it's hard to draw.
For the initial social encounter I handed out menus with the note attached to one of them (I used the Ghostly Minstrel menu handout from Ptolus). This seemed to go down well.
Awesome idea!
A difficulty I had was nailing down who took the (ahem) item after the first encounter without tipping them off that something was up. And the fact it was stored in a backpack rather than used made it a further problem later.
I knew that would be tricky. That is not a symptom of PFS, that would happen in any style of play (homebrew, campaign, etc) because it represents a situation where "the GM is all of suddenly interested in something they've never been interested in before in the previous ten years of my playing experience." It is an issue inherent to the creature. The alternative is not to use the creature at all, which I think is less fun.
But... here's a suggestion for next time. Prior to even starting the scenario, as part of your introduction, ask if there is a default person who carries most of the loot. Or who you should assume is carrying some stuff. That may raise some suspicions, but they have a lot of encounters to wonder about, if you don't pull the trigger until the very end. They might just let their guard down.
Alternately, if they can't or won't specify—you're free to roll randomly as to who has it, within the confines of common sense. (The Str 8 wizard probably doesn't carry it)
In general I found the combat tactics weak throughout which meant I was trying to eke out every bit of their build (while sticking to base tactics) to make them a proportional challenge, without much success, This was against a group that were playing up and so the NPCs should have been a challenge without trying. My group avoided the optional encounter which might have been a challenge. A PC caster took a full ranged attack from the big bad without too much inconvenience. Then the BB went down quickly - so didn't get a chance to get away.
Ah, this is driving me nuts even though it's not your fault. I always expect GMs to use the best tactics for the situation and not rely on the tactics provided unless they're stuck.
I tried to design a fair encounter for 4 players, with the expectation the GM will run the best encounter they can with the stat-block and tools provided. The tactics (in my thinking) are a suggestion and not intractable script that has to be adhered to.
I have been told some other adventure kicked a hornet's nest where there is a need to follow the tactics is somehow required because of the way the encounter was designed. I don't know any more than that, and that is all I need to know, but respectfully I'm not sure I like the sound of it. I believe in empowering GMs and letting them do their jobs. But if I don't provide good tools in the first place, then shame on me.
So, I'm probably going to be frugal with tactics from here on out.
This is a very detailed spoiler, hence the tags:
This is just an example of what I mean, if the situation is fair and logical, I expect GMs to adjust each and every encounter to the situation in a manner that is both fair to the players and challenging to complete. I always understood you couldn't change the creatures or the stat-blocks, I never imagined that would apply to tactics too.
GM's, I beg of you, don't nerf your encounters on my account.
I note that the thugs in the first encounter have the Vital Strike feat when I don't believe they can legally have it.
Oops, you are correct. My mistake. Mea culpa.
Fighting Fantasy GM |
The Golden Serpent was presented to me as a bit of lore from early in the campaign setting. It easily predates PFS Organized Play, and there was the mandate that I try to honor the original intent. A simpler map was suggested, but I advocated for this one because it really captures the concept. I was really pleased they relented. Sorry if it's hard to draw.
I did have the map, and I have several others that could have susbstituted. I mentioned it because I like to point out where issues might lie for others (and I have seen GMs draw out detailed maps like this before - theater anyone?).
I also was happy with the choice and it allowed me to use the Ivy District map from the wiki too. Handouts are good.I knew that would be tricky. That is not a symptom of PFS, that would happen in any style of play (homebrew, campaign, etc) because it represents a situation where "the GM is all of suddenly interested in something they've never been interested in before in the previous ten years of my playing experience." It is an issue inherent to the creature. The alternative is not to use the creature at all, which I think is less fun.
That tends to work OK in PFS where you generally don't know the GM - at least at conventions - where I do all my PFS GMing. Anyway I got away with it, by making it about recovering treasure. I think they thought I was being picky about treasure for max gold.
Ah, this is driving me nuts even though it's not your fault. I always expect GMs to use the best tactics for the situation and not rely on the tactics provided unless they're stuck.
Oh, that's ironic. I am a major believer that GMs _should_ be able to balance encounters (its even the reason for my current alias). However I understand the rules are that you must follow the tactics as written at least initially. I would be delighted to be wrong on this.
I do a lot of encounter prep to ensure I can play creatures to the max of their abilities without changing anything. Though in seasons 0-3, where 4 players is the assumption but 6 is the norm, action economy usually wins quickly and also destroys singleton creatures before their exit tactic/condition can be activated.So, I'm probably going to be frugal with tactics from here on out.
Excellent.
This is a very detailed spoiler, hence the tags: ...spoiler omitted...
Thats the sort of thing that goes into detailed GM preparation - and then only if you are think there will be scope to change tactics. Spotting one spell from a long list is highly unlikely during a session.
Jim Groves Contributor, RPG Superstar 2010 Top 4 |
Oh, that's ironic. I am a major believer that GMs _should_ be able to balance encounters (its even the reason for my current alias). However I understand the rules are that you must follow the tactics as written at least initially. I would be delighted to be wrong on this.
:D
Odds are I'm wrong.
But as we agreed, the solution seems straight forward. Limit the tactics in order to grant more license to the GM. Someone else pointed out that Before Combat (as pertain to daily spells cast) and Morale are rarely the problem.
Its that one in the middle. :)
Ah, it came from a desire to be helpful. Mea culpa Part II.
Dragnmoon |
I noticed an error on the Items Found list on the Chronicle.
You have the +2 Glamered Mithral Shirt listed at 7900 gp, it should be 7800 gp.
Tristan Windseeker |
How willing should Narius, Noys, and Maelpheta be to join earlier combats if the PCs are making a lot of noise or set off alarm spells?
While Maelpheta is waiting behind a trap at least, I can't see a reason for Narius and Noys to not join in the combat in rooms C4/C5 if they hear it. Alternatively, if Maelpheta knows the PCs are coming, it seems that she might join a combat the PCs are having with Narius/Noys if it gives her the best chance of success.
Jim Groves Contributor, RPG Superstar 2010 Top 4 |
How willing should Narius, Noys, and Maelpheta be to join earlier combats if the PCs are making a lot of noise or set off alarm spells?
While Maelpheta is waiting behind a trap at least, I can't see a reason for Narius and Noys to not join in the combat in rooms C4/C5 if they hear it. Alternatively, if Maelpheta knows the PCs are coming, it seems that she might join a combat the PCs are having with Narius/Noys if it gives her the best chance of success.
I'm not ignoring this Tristan, I'm just not sure the best answer—especially in light of recent discussions. I think it has to remain an individual GM judgment call. If I tried to make a blanket statement, someone somewhere might take it too far and abuse it.
Certainly I provided the tools to make that possible. Whether to use them or not has to be trusted to your instincts. Does it make for a challenging game, especially in light of the fact that its one of the last 4 player assumption scenarios? Or does it make for unfun and unfair monster dogpile on the PCs?
Trust your instincts.
Tristan Windseeker |
Tristan Windseeker wrote:How willing should Narius, Noys, and Maelpheta be to join earlier combats if the PCs are making a lot of noise or set off alarm spells?
While Maelpheta is waiting behind a trap at least, I can't see a reason for Narius and Noys to not join in the combat in rooms C4/C5 if they hear it. Alternatively, if Maelpheta knows the PCs are coming, it seems that she might join a combat the PCs are having with Narius/Noys if it gives her the best chance of success.
I'm not ignoring this Tristan, I'm just not sure the best answer—especially in light of recent discussions. I think it has to remain an individual GM judgment call. If I tried to make a blanket statement, someone somewhere might take it too far and abuse it.
Certainly I provided the tools to make that possible. Whether to use them or not has to be trusted to your instincts. Does it make for a challenging game, especially in light of the fact that its one of the last 4 player assumption scenarios? Or does it make for unfun and unfair monster dogpile on the PCs?
Trust your instincts.
Thanks for your response! I'm running this tomorrow, and the scenario looks like it will be a lot of fun. After reading it over, I think my behavior for the enemies is going to be based a lot on exactly how much advanced warning they get.
Thanks for writing a great scenario!
Bbauzh ap Aghauzh |
Played this yesterday.
I opened a door. Baddie's readied action went off, shooting me in the face with those six energy beams. I shrugged off 11 points of the total damage, made ALL my Fort saves, and just kept coming.
A proud moment indeed. :)
I don't think you failed a single save all day!
I really enjoyed running this scenario. It was a ton of fun seeing a table full of folks who've played for 20+ years go, "what the heck is that!" to almost all the creatures in this one.
Thomas, the Tiefling Hero! |
I don't think you failed a single save all day!
Yeah, apparently I siphoned all my bad rolls into my spiritual weapon attacks and Perception checks. A single natural 1 snuck into my saves, but I cleaned that up with a Character Folio reroll. ;)
I really enjoyed running this scenario. It was a ton of fun seeing a table full of folks who've played for 20+ years go, "what the heck is that!" to almost all the creatures in this one.
Having played for just under two years, it was nice to finally not be alone in that ignorance!
Slamy Mcbiteo |
Wondering about this?
The trap mentions "Lotus Scent" gas? Any idea what that is?
Effect poison gas (lotus scent); never miss; onset delay (1
round); multiple targets (all targets in a 30-ft.-by-30-ft. area);
north door slams shut and locks; chime rings in area C12.
I can not seem to find anything on it? Not really sure the DC and the effects? I am assuming it will put them to sleep
Mike Lindner |
Does anyone find it odd that the trap in the lower tier is the harder to disable and more dangerous flame strike trap while high tier just has a shocking grasp? Did the two traps get switched?
It is odd. I assumed it was to balance out the overall scenario. That flame strike killed someone the first time I ran the scenario because they didn't heal up between fights. The other cause is that they checked every other door for traps, but because it's on the inner door they got lazy. Lessons learned.
UndeadMitch |
1 person marked this as a favorite. |
It's actually *not* odd. Note that the high tier trap operates for 1d6 rounds of attacks.
That's what I was missing, that makes a lot more sense now. Thanks for pointing that out, I figured there was something I was missing. I'm pretty excited to run this, it looks like an awesome scenario. If it runs half as well as it reads it'll be a pretty good experience for all involved. Thanks for the responses!
UndeadMitch |
I just finished running this, and it was as good as I hoped it would be! The table was a human Fighter 5 that was a dedicated archer, a human Rogue 6, a human Cleric of Sivanah 5 / Veiled Illusionist 4, and a pregen Skald 7 as a GM PC. The briefing was good, I enjoyed getting to have Guaril give the briefing, he's easily my favorite (former) faction leader. I had the rogue preroll some perception checks since he had Trap Spotter
They got to the Golden Serpent and met with their contact, I put minis at each of the tables to help make the Golden Sepent feel crowded. I had Sendeli seat them and take drink orders and let them talk with their contact a bit, when she got back with their drinks I rolled Sendeli's opposed Sleight of Hand check and she aced it, so I got up and handed put drinks and stuck the note under someone's can of soda. That person read the note and was able to successfully sneak it to another party member, who then tried to pass it to the third member and failed, combat broke out and the party swiftly dealt with it. One high note of the encounter was Sendeli throwing a tankard from across the room at "Syrdathiel" through melee and cover, getting a nat 20 and confirming with a nat 20, everyone stopped and watched it arc through the air and bean him in the head. I was kind of surprised nobody really tried to interact with her after the fight, they just got her side of the story, interrogated a thug real quick, and moved on, so nobody got the boon. I do like the idea of boons as a reward for getting into roleplaying, and giving the GM the latitude to decide whether or not the PC's earned it, I'd like to see boons like that come up again.
The party proceeded to the Glasse Menagerie (I liked the Tennessee Williams reference, by the way, whether it was intentional or not). They proceeded through it, missed spotting the trap and it put the hurt on them hitting the cleric and the rogue for about twenty damage. I wasn't crazy about the party having to loot a bunch of knick-knacks out of the display cases in order to get full gold, but it was also a pittance of gold, so it wasm't that huge of a deal. They proceeded into the lair, followed the tunnel to where it came out despite the distance, which made the scenario decidedly tougher on them since the baddies now knew they were coming and were ready for them.
The prison wasn't a huge deal, the bads were a minor nuisance but easily put down, and this was the only trap that the rogue managed to spot, which was a really good thing for them. Syrdathiel was saved, bads were looted, and they moved on. The Twins tore up a couple of the party members, but the group perservered. They got The Twins to their surrender threshold, learned some stuff, got some loot, and sent the Twins on their way, making sure the twins went the opposite direction from where they sent Josiah and Syrdathiel, which I thought was a good touch. As an extra bit of added mischief, the twins pointed the PC's towards the thing in the sewer. The proceeded down there and got beat up, then checked out the Cenotaph first instead of the bedroom.
The rogue failed to see the trap in the Cenotaph and set it off, but the party was able to stay standing and the rogue got the door popped open as Maelpheta was approaching from invisibility, since neither side was really expecting the other, I just had the party go into initiative, since I figured that she wasn't going to expect a group of half-panicked, half sleepy pathfinders to come pouring out the door. She won initiative, and blasted people with her Viper Beams, some damage was done, some conditions were handed out, a rogue got lit on fire, people laughed, people cried, a good time all around. Skoras attacked the person who had him and immediately regretted it when Hakon the Skald hasted the party, and the rogue (who was TWF) flipped out and stabbed it to death, but put himself next to Maelpheta to do so. The cleric gave Mael a shock when she pulled out a chainsaw and revved it up, that was pretty glorious. Mael then bit the rogue all the times confused him, and stepped back, the rogue then proceeded to full-round the archer, who was still standing. It was a brutal fight, but the PC's managed to squeak out the victory, who tossed the last room and got out, smiles all around.
I'd say this was probably my favorite scenario that I've GM'd out of my 70ish table credits so far. It has a bit of everything: a hostage situation, traps, and some pretty cool combats/bad guys. Everyone got to have their moment in the sun, nobody really overshadowed the others. I'll have to condense this down into a review when I wake up in the morning.
TL;DR - Five Stars, would GM again.
Quentin Coldwater Venture-Agent, Netherlands—Utrecht |
Will be rerunning this tomorrow, just noticed a thing: in the higher tier Maelpheta has three Sorcerer levels and a bigger spell list. But how can she cast two spell levels' worth of spells extra with just those three class levels? Do they stack with her regular HD, making her effectively a 12th-level Sorcerer? Yet at that level she should have much more spells. What happens to the level-dependent spell effects, such a Scorching Ray? Do I go HD, making it three rays, or by class levels, meaning only one?
Thanks in advance.
Quentin Coldwater Venture-Agent, Netherlands—Utrecht |
Ran this again, roughly 9 months after the first time. I think the first time went better due to less powerful players. Report of this time: Party composition was almost everyone at level 8 or 9, with one level 7 Cleric archer. Rest consisted of ridiculously powerful Bloodrager/Druid with a high numbers addiction who could pretty much solo everything on his own, Witch with Riddlywipple, pretty standard Alchemist, Inquisitor with Roc animal companion, and a Dhampir Warpriest.
Hostage situation: one player got the note, was surprisingly lax about it. Didn't have to squirm my way out much before my hand got forced. Rogues didn't get to do much before they were splattered (one got grabbed by the Roc, couldn't do anything anymore, so I decided to throw the Necklace of Fireballs at himself in desperation). "Syrdathiel" did some damage, but not enough to matter.
Glass Menagerie: Druid wildshaped into an Earth Elemental and earth glided around to find the secret spot, detected it, opened it up without checking for traps, building collapsed on him, he glided right out again.
Prison: Due to initiative rolls, this was over before it began. Druid/Earth Elemental had Tremorsense and scouted underground for enemy locations. Popped up when combat started, was in full attack range of everyone. Inquisitor opened the door, trap went off but he was flying (we had an argument about it, I let it slide), he ran inside and oneshotted the Sorcerer. Warpriest threw in Darkness and the Rogues went blind. I called the combat there, there's no way they would be effective. Sorcerer couldn't even act to do his thing. :(
Twins: I accidentally played this in low tier. Still wouldn't have been that much of a difference. Pure action economy favoured the players.
Elemental: I got my players sweating from a bit, until the Witch brought out the Maximised Lightning Bolts. Elemental got flushed away after two of those suckers and some Alchemist bombs.
Boss: Warpriest went in first, with Druid on his heels. Druid got Displacement from the Alchemist, so I decided the Warpriest would get all snake blasts. In retrospect a poor choice, but oh well. Confused quite some enemies with its bites, but they just kept wailing on her. Got grappled again and resorted to melee attacks. Players were surprised at her sturdiness. One player remarked that the Align Weapon was a bit much, would've been much more interesting if it was left to ourselves. I understand why it's in there, though.
I just noticed I forgot the saving throws on each bolt. Whoops.
Overall, my party just stomped through the dungeon due to sheer resourcefulness. I should credit them for that, but it made it a bit of a cakewalk. I would've preferred more enemies (with better tactics) in a more open space against the players, but oh well. We had three pretty loud players that dominated the table, even after several attempts of calming them down. The others felt a bit cowed by that, I think.
I still think it's a great scenario, and with a less-optimal party it would've been more interesting, I feel.
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
I was one of Quentin's players yesterday (the roc-ridin' inquisitor). All in all I found it an enjoyable scenario, it catered quite a bit to an Abadarian inquisitor thematically. Squashing thieves guilds, protecting honest businesswomen, lecturing elves about financial responsibility and all that.
The hostage situation was fine; pretty easy, I suppose it could've looked more threatening if there was a real chance of the building burning down or civilians that needed to be gotten out of the way. But at least it told a good story.
In the "lair" I felt the adventure going a bit flat. I think at the 5-6 tier something like this can work, but it felt too simple and static for a 8-9 tier adventure. Basically, enemies in rooms waiting for the PCs to come and kill them, with no battle plan that survives the PCs rolling adequately on initiative and barging in and closing with casters in melee.
Reading this thread, I now realize part of that has to do with Jim Groves' take on NPC tactics. PFS is pretty clear on the GM having to stick to printed tactics unless the PCs clearly invalidate them. Sticking to that standard is important, because in several scenarios especially brutal enemies are balanced by tactics that basically nerf the monsters.
Jim however intended them as a last resort for a GM trying to think up what the NPC might do. As a first resort, they're just not good enough.
There's of course also some power/option creep going on, though a significant part of the power of our party came from tried and true abilities that precede this scenario. And though we were with a 6-player party, I think in most combats only about 4 PCs actually got to do anything. In some cases due to space constraints, in others because it seemed the situation was already under control.
I think what wrecked our enemies was how fast and mobile our party was. My inquisitor rides a roc and is very fast to the front; and the druid turned into an earth elemental to attack from behind enemy lines. But these aren't unusual powers at level 8-9, where Invisibility, Dimension Door and Fly have been available for a while.
In the fight with the boss, we didn't get saves against the 1-round confusion from the snakebites. (may have been a mistake) However, because the boss attacked each of us multiple times, the "enemy lock" clause from the confused condition kept us focused on her, so it was actually a very iffy tactic.
Another reason the boss fight was easy was because of meeting the Twins earlier. We'd done Knowledge checks on them and deduced their DR, and after the Shelyn cleric told us he suspected the guild leader wasn't quite human, it wasn't a stretch to use the conveniently placed scrolls of Align Weapon before the boss fight. After all, if you face mook raskshasas with DR piercing or good, you can bet on the main boss having something like that but probably stronger.
I don't think the scrolls should have been there; especially a L8-9 party should just be able to do that themselves. Oils of Bless Weapon are 50gp and always available and feature on just about every PC Preparedness list. They've been the go-to solution for DR since level 1.
Alternatively, avoid all hints of rakshasa earlier on (including cover art!); that way it really comes down to Knowledge checks during the final encounter to figure out what needs to be done.
Quentin Coldwater Venture-Agent, Netherlands—Utrecht |
In the fight with the boss, we didn't get saves against the 1-round confusion from the snakebites. (may have been a mistake) However, because the boss attacked each of us multiple times, the "enemy lock" clause from the confused condition kept us focused on her, so it was actually a very iffy tactic.
Yeah, I had the feeling I'd forgotten something and checked back later, then saw the save DC. Whelp.
Upon rereading, her tactics are even worse: In close combat, she makes full attacks against a single opponent, counting on her confusion supernatural ability to distract her opponent on the following round to give her time to move away.I made some mistakes in the last combat (upon re-reading, the confusion had a save as well, but both those DCs are tucked away in their own line, rather than on their attack line. Poor excuse, but still. Something so relevant should be front and centre somewhere, I've seen scenarios where the DCs are right next to their respective attacks). You were a noisy lot (no offense, I liked it) and it was pretty tiring. Luckily it didn't affect you guys too much.
GreySector RPG Superstar 2013 Top 8 |
Prison: Due to initiative rolls, this was over before it began. Druid/Earth Elemental had Tremorsense...
Elemental body doesn't grant tremorsense. Did the druid have the ability through some other means?
andreww |
Quentin Coldwater wrote:Prison: Due to initiative rolls, this was over before it began. Druid/Earth Elemental had Tremorsense...Elemental body doesn't grant tremorsense. Did the druid have the ability through some other means?
These give it fairly easily and I think there is an archetype which may grant it as well.
Rei |
Michael Eshleman wrote:These give it fairly easily and I think there is an archetype which may grant it as well.Quentin Coldwater wrote:Prison: Due to initiative rolls, this was over before it began. Druid/Earth Elemental had Tremorsense...Elemental body doesn't grant tremorsense. Did the druid have the ability through some other means?
They could also be an oread with the Earthsense trait, or have the Cave domain.
GreySector RPG Superstar 2013 Top 8 |
Quentin Coldwater Venture-Agent, Netherlands—Utrecht |
Ascalaphus Venture-Lieutenant, Netherlands—Leiden |
Alan Kaekel |
I'm going to run this in a couple of days for my lodge and I want to thank everyone for the insights and ideas (the menus are fantastic!)
Question about the boon; Sendeli Foxglove’s Favor. What really is the point of it? I saw where people didn't give it out and others did and all this talk about it. But I don't understand the advantage of getting it. I looked up Sendeli on the wiki and didn't see any other scenarios with her in it. Why would a player care if they got it?
Thanks in advance for any help everyone!
-AK
Alan Kaekel |
It's just a flavor boon for now. It might come up again later, but so far there hasn't been a followup.
I'm cool with the flavor boon idea. If it were my character, I would use it to add some RP to my character at the beginning of every subsequent scenario with that character. My players though... I'm doubtful anyone will actually earn it by RPing something with her.
If PFS has not done anything with it in over 4 years, I am doubtful they will. Here's to hoping they let Jim Groves write a sequel like they did with Black Waters -> School of Spirits. Which is a favorite among many at my lodge.
Rei |
Minna Hiltula wrote:It's just a flavor boon for now. It might come up again later, but so far there hasn't been a followup.I'm cool with the flavor boon idea. If it were my character, I would use it to add some RP to my character at the beginning of every subsequent scenario with that character. My players though... I'm doubtful anyone will actually earn it by RPing something with her.
If PFS has not done anything with it in over 4 years, I am doubtful they will. Here's to hoping they let Jim Groves write a sequel like they did with Black Waters -> School of Spirits. Which is a favorite among many at my lodge.
Your players might surprise you. Mine did when I ran this - a cavalier well known for having a personality that consisted entirely of "I like my horse" ended up talking to her a lot because of his faction mission, so I awarded it to him. It ended up, uh, being his second personality facet.
Damien_DM |
Minna Hiltula wrote:It's just a flavor boon for now. It might come up again later, but so far there hasn't been a followup.I'm cool with the flavor boon idea. If it were my character, I would use it to add some RP to my character at the beginning of every subsequent scenario with that character. My players though... I'm doubtful anyone will actually earn it by RPing something with her.
If PFS has not done anything with it in over 4 years, I am doubtful they will. Here's to hoping they let Jim Groves write a sequel like they did with Black Waters -> School of Spirits. Which is a favorite among many at my lodge.
It does have an impact, in #4-06 The Green Market, where you first meet her sister Zeeva. (Zeeva later reappears in #8-01 Portent's Peril.)