scenario treasure


GM Discussion


So...

I've got my 1st scenario to GM. I've downloaded "Silent Tide". I'm confused on how the gold and treasure works.

Each enemy has a list of gear they had on them.

1st - can players keep any of this gear for use beyond this scenario?

2nd - can players sell any of this gear (for 1/2 cost of course)?

3rd - the record sheet shows a "max gold" amt for both Tier 1-2, and Tier 2; This amt matches the total gold that each act rewards, is the gear dropped by defeating enemies included as part of this amt? Or is this simply an actual gold amt recieved and thus any sold loot is added to this amt?

Thank you in advance.


They can't keep or sell the gear, since it's already included in the total gold for the acts and the max gold for the scenario.

Grand Lodge 4/5

1) No, it can be used during the scenario, but it does not persist afterwards.

2) No, the gold rewards for the scenario, and for each act, already include the value of the gear.

3) Yes, the gear value is included.

For simplicity, the max gold listed for the scenario is the maximum value the PCs can each receive, whether there are 3, 4, 5, 6, or 7 PCs (note that 3 requires an NPC, one of the iconic pregens).

Used consumables, whether arrows or potions or other, do NOT reduce the max gold. The only thing that can reduce max gold is failure to "succeed" in an act, where the party doesn't overcome the opposition in that act, where they wouldn't receive the gear value (or equivalent reward from the Pathfinder Society), and thus reduces the maximum gold they can earn for the scenario.

Remember, also, that success in an act may not necessarily mean fighting and defeating the opposition, it could mean talking them into giving up or passing over information they may have.

Spoiler:
1) Don't feel bad if the undead in this scenario are pretty much push-overs. They were written for 3.5 rules, and some of the changes for PF makes them much weaker. Between channeling clerics, and their new-found vulnerability to sneak attack, they aren't much. the Silence effect, of course, is still a nasty surprise for the PCs, along with the concealment & total concealment they can get.

Act 1) Remember that success for this act is not defeating the War Hounders, but rescuing Yargos. Last time I ran this, my players made the encounter much more difficult than it needed to be, what with 3 out of 4 of them going over the cliff after the civilians, leaving the 6 War Hounders to the wizard. First time I have ever seen 1 HD NPC targets actually recover from failing their save against Color Spray.

Act 2) Depending on the party load-out of clerics, and how willing they are to use their channels. It is much more difficult for the party if they don't have much in the way of channeling, and if they aren't willing to burn some of it here. Channeling can pretty much destroy this encounter, and lack of it makes these undead much more difficult. Concealment and localized silence? The two wizards in my players' party were decidedly unhappy during this encounter.

Act 3) Completely non-combat, and it could be frustrating for a party without someone with good Perception, especially if they have no one with Disable Device. I cannot advise the use of props for this scene enough. Even just 5 index cards with the general description of a safe on each is helpful.

Act 4) Optional encounter, and my players had taken so much time up earlier that we had to skip it. Again, a cleric with channel positive can really neuter this act. Command Undead would be just sick.

Act 5) This can turn ugly, since everyone and the kitchen sink can all descend on the PCs at once. Since this is at night, keep light levels in mind. Also, be prepared to bring Nessian downstairs. Having him shoot the PCs from upstairs, under cover, and with concealment from the darkness of the hour, can be ugly. In the higher sub-tier, he can pretty much go through any squishies in short order.

And yes, it is possible for a party to actually recover the code book without having to fight Nessian. Stealth, invisibility/vanish, diplomacy/intimidate, bribery, etc.


Thanks for all the answers.

1 more question...

"Silent Tide" is split into Tier 1-2 and Tier 4-5 play. Per society rules for organizied play...

---- There is one exception to these rules: All Tier 1
scenarios and Tier 1–2 sanctioned modules are available
for unlimited replay with a 1st-level character for credit.
The sanctioned modules can also be played with a 2ndlevel
character once for credit. You may continue to
replay the sanctioned modules with 1st-level characters
after playing through them with a 2nd-level character.
GMs can receive another Chronicle sheet each time they
run one of the Tier 1 scenarios or Tier 1–2 sanctioned
modules. No character can ever have two of the same
Chronicle—the Chronicle must be applied to a different
character each time. ----

Does this translate to:

1. the same player with multiple characters can play this over and over, as long as "credit" for the adventure is applied to a different character each time?

2. No character that used this for Tier 1-2, can "replay" this at Tier 4-5?

Grand Lodge 4/5 5/55/5 ***

The normal rules are that a PLAYER can only ever get credit (a chronicle) twice, once as a player, and once as a GM, and those two chronciles must be applied to different characters.

With respect to the tier one open replay rules, a PLAYER can gain credit for the same scenario multiple times, however it still must be applied to a different PC each time. At no time can a single PC ever receive credit for the same scenario more than once.

Dark Archive 2/5

Neither of your translations are correct, gossamar4.

To further answer your question directly, Silent Tides is NOT a Tier 1 scenario. It is a Tier 1-5 scenario. Therefore the rule you quoted is not valid for Silent Tide. See Bob's post about how one can get multiple chronicles.

1/5

gossamar4 wrote:

Does this translate to:

1. the same player with multiple characters can play this over and over, as long as "credit" for the adventure is applied to a different character each time?

2. No character that used this for Tier 1-2, can "replay" this at Tier 4-5?

The rule you quote (about replay being allowed for Tier 1 and Tier 1-2 adventures) does not apply to Silent Tide: it's a Tier 1-5 adventure, with subtiers at 1-2 and 4-5 (don't feel badly about being confused by this -- this trips up a *lot* of people).

Replay for credit is only allowed for adventures which only have Tier 1 or Tier 1-2 options.

Grand Lodge 4/5

To clarify Mike Mistele's comments a bit more:

Tier 1 scenarios and tier 1-2 modules can be replayed for credit. Note that the tier 1-2 modules can only be played with a level 2 PC for credit once, they can be played any number of times with a level 1 PC for credit, as long as the same PC only plays it once.

At present, the following scenarios are Tier 1:
First Steps, Part 1: In Service to Lore
First Steps, Part 2: To Delve the Dungeon Deep
First Steps, Part 3: A Vision of Betrayal

And the following is the list of modules which are Tier 1-2:
Crypt of the Everflame
Master of the Fallen Fortress
Murder's Mark
The Godsmouth Heresy
Thornkeep - The Accursed Halls
We Be Goblins

hope that helps clarify the situation.


Thanks for all the great info.

I had another situation come up...

I got a new (to my group, not to pathefinder) player join us, he has a lvl 6 character, while our group are just about to hit lvl 2.

I know he can play repeat mods for no credit, but he asked me if he deleted or retired this character, would he be able to get creadit with a new character for any repeat mod we play?

I know this may seem trivial, but from what i've read, and along with bob's earlier post, only being able to receive credit for mods once (twice, if you dm), does deleting or retiring a character, remove those repeat mods from his account and all him to "start over" with a clean slate?

I was planning on making a list of his "played" mods, and try to avoid repeats... or depending on his interest, asking him to run any repeat mods as a gm, but since he asked, I thought I'ld look for thoughts or clarification here.

Thank you in advance.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Sorry, but once you've played a scenario for player credit (save for the exceptions mentioned above) you can never get player credit for that scenario again. It doesn't matter if you delete/retire/rename or anything else you can't replay it legally for credit.

The Exchange 5/5 *** Venture-Captain, Ireland—Belfast

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Sadly retirement does not allow a player to replay for credit. Once played you cannot ever replay( for credit) with the exceptions for tier 1 scenarios etc. listed above.

There is no easy way to get around the disparity in levels. What I might suggest is that the level 6 guy GM the scenarios he has already played for you guys. He can then apply the XPs to a new character and when the group has levelled up so the lvl 6 character is in a usable sub tier he will have a choice of old and new.

I have a level 8 wizard that had no one to play with except at conventions, so I started a cleric and he is now 7th.... There is no shortage of low level scenarios and GMing the ones I played and playing the ones I have GM'd has kept costs down!

W

Silver Crusade 4/5

I'll second the suggestion of asking the guy with the level 6 PC if he wants to GM some of the scenarios he's previously played.

Whether he does or not, encourage him to make a new level 1 PC, so he can play with the rest of the low levels in your group. When he GMs, he can apply the GM credit to the new PC. When he plays, you can just pick scenarios he's never played and use them, so he can play with the rest of you without repeating scenarios.

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