5-24 Assault on the Wound


GM Discussion

151 to 174 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
deusvult wrote:
He wasn't happy, but the rules lawyers of PFS surely will rejoice at hearing about our pain at having gone through the rules dispute.

You brought it upon yourself. ;)

Sovereign Court 5/5

TriOmegaZero wrote:
deusvult wrote:
He wasn't happy, but the rules lawyers of PFS surely will rejoice at hearing about our pain at having gone through the rules dispute.
You brought it upon yourself. ;)

In this case, you're absolutely right.

4/5

1 person marked this as a favorite.

Steven,
I have been using the same rules for mass combat as you. Someone at PaizoCon ran it round by round by mistake and said it played much better than he had heard other tables had. I feel it keeps players much more involved and allows for more heroic scenarios ( PCs coming to the rescue of their almost beaten companions and such)

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Totally agree David. My wife played at that table at PaizoCon and had a much better time than I or my fellow Arizonans did at our respective tables.

Lantern Lodge 4/5

I will be running this for my area on our next game day and I'm curious as to how the Mass Combat will play out.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Steven Schopmeyer wrote:
Totally agree David. My wife played at that table at PaizoCon and had a much better time than I or my fellow Arizonans did at our respective tables.

I was running a table for one of those fellow Arizonans (your VC) . . .

Scarab Sages 4/5 *** Venture-Captain, Arizona—Queen Creek

John, please don't take that as a personal affront. I disliked the scenario for what it was, not who was running it. You did the best you could.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

I'm not really feeling insulted - I was just giving TOZ a hard time.

You got the good better run - it's the people who suffered through my first run on Friday that really got the raw deal. While not totally happy with the way I ran your table (I know of at least two things I still got wrong), I'm reasonably content with the way things went.

I didn't do the best I could, but I'll do better the next time I run it.

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber
John Francis wrote:
I'm not really feeling insulted - I was just giving TOZ a hard time.

That's why I called for backup. ;) And at least you finished the scenario! (Nothing but love jon, nothing but love.)

The Exchange 1/5

played this over the weekend. took us about 6.5-7 hours, and the swarm combat was just annoying.

I really don't see how anyone can expect to run this in a 4 hour convention slot. There's lots of explanation of new rules mechanics using the armies, there's lots of army combat, then when you get to use your actual character, you fight a mob, which has its own special rules. great.

Paizo should consider this an opportunity to bring back 2-slot adventures. Two slot games were not uncommon back in the days of LG, so many of the PFS demographic understands how they run.

Lantern Lodge 4/5

Could anyone clarify a few things for me on this scenario?

- For the Mass Combat part, is one round considered a day?

- Can PC's make an untrained Profession: Soldier or WIS check in order not be attacked in the dark?

- The Tiefling Troops and their Darkness ability. Most of the time I've seen Darkness casted on a stationary object. Could it be placed on their Shortspear and if so, will it move along with them? And now that I'm looking at it...why does it have a DC?

Grand Lodge 4/5

1. At the start of both the GM's and player's versions in slightly different forms:

5-24 page 20 wrote:
Completing all four phases (as applicable) represents a full day of campaigning

2. Profession checks can't be made untrained and the scenario doesn't allow an untrained Wisdom check. However this would only adjust the result of the GM's percentile roll.

3. Tactics don't call for the troop to use its darkness ability at either tier.

*

Question. I ran this PbP & just finished. No one who was cursed also needed healing. So the PCs have felt the Cha drain, and seen the runes, but don't know they are still cursed. Theoretically the next time they need healing it could kill them. How did everyone handle the curse if it wasn't discovered (to be removed)?

Thanks :)

Sovereign Court 5/5 *

Pathfinder Rulebook Subscriber

I believe curses have to be resolved before the scenario is officially finished or the characters are marked as dead. So if it is permanent, then they will need to take steps to remove it.

I'd personally just let them know now that they are cursed and need to have it removed (the only other option I see is marking them as dead which seems extremely punitive)

Shadow Lodge 4/5 5/55/55/55/5 ****

Kigvan wrote:
I believe curses have to be resolved before the scenario is officially finished or the characters are marked as dead. So if it is permanent, then they will need to take steps to remove it.

You only mark a character dead if they die - if the curse/disease would kill a PC (i.e. ability score to 0 i.e. unable to make it back to Absalom on their own) and they don't deal with it - that's dead in my book! If a curse or disease is ongoing, isn't fatal, and the PC doesn't resolve it, it gets noted on the chronicle sheet and held over until their next game (though why they wouldn't want to deal with it is beyond me...).

That said, if the PC knows he/she is diseased (likely because you're still having them make checks after you read the conclusion of the scenario), they can resolve it between the conclusion text and the chronicle sheets going out. If it's something sneaky (see: Academy of Secrets) and isn't debilitating, it can just go on the chronicle sheet if the PCs don't have the interest or means of dealing with it when you're signing and passing them out.

Silver Crusade 2/5

Mike Bramnik wrote:
Kigvan wrote:
I believe curses have to be resolved before the scenario is officially finished or the characters are marked as dead. So if it is permanent, then they will need to take steps to remove it.

You only mark a character dead if they die - if the curse/disease would kill a PC (i.e. ability score to 0 i.e. unable to make it back to Absalom on their own) and they don't deal with it - that's dead in my book! If a curse or disease is ongoing, isn't fatal, and the PC doesn't resolve it, it gets noted on the chronicle sheet and held over until their next game (though why they wouldn't want to deal with it is beyond me...).

That said, if the PC knows he/she is diseased (likely because you're still having them make checks after you read the conclusion of the scenario), they can resolve it between the conclusion text and the chronicle sheets going out. If it's something sneaky (see: Academy of Secrets) and isn't debilitating, it can just go on the chronicle sheet if the PCs don't have the interest or means of dealing with it when you're signing and passing them out.

That's not what the Guide says.

Guide To Organized Play v6, p. 22 wrote:


All conditions gained during an adventure, except for
permanent negative levels, ability drain that does not
reduce an ability score to 0, and conditions that provide no
mechanical effect, must be resolved before the end of the
session; if these are not resolved the character should be
reported as ‘dead.’
Permanent negative levels, ability drain,
and non-mechanical conditions being carried over to the
next session should be recorded under the Notes section
of the Chronicle sheet.

If a condition has a mechanical effect, and isn't a permanent negative level or ability drain, then it must be resolved or the character is marked dead. The bestow curse and blindness/deafness spells cause permanent mechanical effects that don't lead directly to death, yet they must be dealt with.

Shadow Lodge 4/5 5/55/55/55/5 ****

My search-fu is weak at the moment, but I believe that it was clarified on the boards that non-lethal things (like blindness/deafness) can carry over beyond a scenario. I'll post the link as soon as I can find it.

Shadow Lodge 4/5 5/55/55/55/5 ****

Actually, you kind of found it for me :)

DesolateHarmony wrote:


That's not what the Guide says.

Guide To Organized Play v6, p. 22 wrote:


All conditions gained during an adventure, except for
permanent negative levels, ability drain that does not
reduce an ability score to 0, and conditions that provide no
mechanical effect,
must be resolved before the end of the
session; if these are not resolved the character should be
reported as ‘dead.’ Permanent negative levels, ability drain,
and non-mechanical conditions being carried over to the
next session should be recorded under the Notes section
of the Chronicle sheet.

I thought it was a board clarification - it was actually in the guide section you just quoted. Though my original post was worded poorly, seeing the guide text - an ongoing disease/curse would need to be dealt with, unless it resulted in one of the above bolded conditions and then ended at the conclusion of the scenario.

(Though, again, why a PC wouldn't want to deal with a disease or curse is beyond me!)

*

How does a player discover they are cursed? Especially a two-part curse where the first affect has already been dealt with?

Even if I take it ooc & just tell them, do I charge them for remove curse? Do I let them research the cure (specific conditions are written into the curse)?

I don't want to hand wave a game changer like the curse, but I also don't want to make it a game ender.

Paizo Employee 5/5 Contributor—Canadian Maplecakes

2 people marked this as a favorite.

The GM should inform the players they're cursed at the end of the session. At this point, the GM should also provide the affected players with sealed envelopes detailing the curse, which must be provided to the GM at the beginning of the following session.

[[NOT OFFICIAL... but fully hilarious]]]

*

My final solution, since they had discovered the runes already.

Spoiler:
While drinking with Farabellus in celebration over defeating the demonic hoards...Somewhere a round or two of drinks later he asks, "What is that rune you have glowing on your head?" After long time of magical probing and other research he responds to an aid's report nearly spilling his drink. "Cursed?! By Teremthal you say? The balor we destroyed in Mendev? The Gods! And I am almost sent them out. Surely they would have died if we didn't discover that?" [Ooc] & then charged each a cure.[/b]

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Given that the curse goes away after you receive any positive energy magical healing (which it reverses): just get a level 1 cleric to channel energy at you for 1d6, and hope you survive that. Curse gone.

---

We bluffed our way past the cultists by disguising ourselves as cultists bearing an important message from one of the commanders on the plain.

"Oh, you don't want to let us through, but deliver the message yourself? That's okay.. as you can see the guys down there aren't faring too well, so I don't think The Master is going to be too happy..."

*Sense Motive* natural 20 with no skill behind it
*Bluff* natural 20 and well-trained bluff skill

"Nah, you can go through..."

---

We had good fun with this today, but all of us had an idea of what to expect. I think expectation management is key with this scenario. And prep of course.

By the by, the fully-booned-up Taldan army is quite the beast. And the Glory Hound "flaw" helps point players into the right direction for achieving the boon.

In the second engagement we had two Taldan armies teaming up to destroy enemies while the Uprooters skirmished a bit and the Mammoths were our fast-forward force.

3/5 Venture-Agent, Georgia—Atlanta

I'm running this later today and have a few questions...

Regarding the boons from playing other season 5 scenarios: On page 6, several of the Unique Armies include a "granted army boon." The text also says "If a PC has a boon that would allow her to command a Unique army, but that army is already in use, she can instead add that army’s respective granted army boon to any Core army she commands."

Does this mean:

A) If the PC chooses to command one of the unique armies that that army ALSO gets the granted army boon? For example, the Elven Uprooters would get the Hit and Run boon?

B) The granted army boon is ONLY given to a Core army, and only in the instance where the Unique army is already being commanded by another PC?

4/5

Does anyone have any suggestions or advice, on doing the Mass Combat portion of this scenario in a PbP environment?

151 to 174 of 174 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Organized Play / GM Discussion / 5-24 Assault on the Wound All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion