Why do Thornkeep levels count as "modules" for PFS credit?


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4/5 *

As the title suggests: why is a 3-hour combat mission worth 3 times the experience of a 5-hour Pathfinder mission?

Alternatively, why is a 3-hour combat encounter worth the equivalent of a sanctioned AP chapter, which takes 8-12 hours, has more combats, and also social encounters, puzzles, traps, etc? Isn't all the non-combat Pathfinding worth XP and PP?

This affects both sides of the GM screen. As an example, Thornkeep level 2 is 8 single-sided pages of material, of which 1 is a full-page map and one is a full-page of fluff text/artwork. So, six pages to prep, versus 15-30 for a regular PFS scenario, to get 3 times the Chronicle for GM credit and double the GM star credit. (This last part also applies to the Free RPG "modules", which count double for GMing for some reason.)

Note: this is not just a style complaint - I can choose to not run/play Thornkeep levels if I don't like them, and I know lots of players do like them. But why is the in-game reward for killing higher than that for exploring, reporting, and cooperating?

some pre-emptive thoughts, spoilered to avoid wall 'o' text:
* I recognize consumables factor into it, but that alone isn't enough to make up for the rewards disparity - conumables are also used outside of combat. My 1st-level party bought 7 scrolls of comprehend languages last night and used other consumables outside of combat in the half of an AP we got through. The Thornkeep table next to us left 90 minutes earlier and got paid more.

* I also recognize it's not just about time spent at the table - if everyone has fun at whatever pace they play, good for them. I think rewards should be equalized for different styles of play, though.

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

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Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Charter Superscriber

I ran Thornkeep once. My players never wish to go there again. If the players make it through Level One I do feel they deserve a full level of experience, that being IF they make it through...

Spoiler:
There is after all the thing that instantly kills level players when it hits them, two hits to kill a level two, and if one player dies they may quickly get overwhelmed

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I can see a few reasons for this. In the past it was mentioned that it would be too difficult to have different systems on Paizo for each module. This was brought up when it was asked why free RPG day modules counted as 2 for GM stars.

Also I am sure they want to stick to the module rules in the guide as close as possible so not to have too much confusion. Having different rules for thornkeep vs the other modules might have been bit confusing to some.

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

Well, just look through the encounters. The XP is there for an entire level of experience. I've never gone through a scenario, but I'd guess it averages about a third of what you'd need to level, though it may be more.

Grand Lodge 2/5

We played through the first level last weekend and I walked away feeling like I'd cheated. Granted, most of us were already playing lvl 2 characters, so that probably factored into it. It was literally the easiest level I'd "earned" on a PFS character. The GM did say that it'll only get harder as it continues and there may even be some floors that have to be split into multiple nights. But yeah, the first level was a joke.

Spoiler:
My only complaint was the bugbear at the end. I ended up critting him with my magus for about 24 or so damage (1d6 from weapon, 1d6 from mods plus bonus all doubled) and he immediately stepped through the fake wall and fell away and the GM wouldn't let any of the ranged people shoot at him--well within range of any ranged weapon (as in bow or xbow).

The Exchange 4/5 5/5

claudekennilol wrote:

We played through the first level last weekend and I walked away feeling like I'd cheated. Granted, most of us were already playing lvl 2 characters, so that probably factored into it. It was literally the easiest level I'd "earned" on a PFS character. The GM did say that it'll only get harder as it continues and there may even be some floors that have to be split into multiple nights. But yeah, the first level was a joke.

** spoiler omitted **

From your spoiler... you're talking about Emerald Spire. The original post was about Thornkeep.

Also (Emerald Spire spoiler):
I'd love to hear what the race/class combinations were. It can be completely different ballgame depending on what the answer is.

The Thornkeep scenarios do have encounters that in a traditional "earn 300 XP" approach would total approximately enough to level each time (for 4 players).
Edit: Just went back and checked the first level. Should be almost 2300 XP each for a party of 4. That's enough to level at medium progression. I believe I heard somewhere that "normal" PFS is fast progression equivalent but I might be wrong.

Emerald Spire has a fair amount of Story XP in most levels - which means that if your GM is ignoring the interlocking story of the Spire and just doing individual "combat levels" you are progressing faster than you should. Even with that most levels of Emerald Spire don't have enough XP, hence the reason why the last level is for 11-13 characters instead of 15-17.

4/5

I've run every level of Thornkeep. (many multiple times) Not a single level has been a 3 hour adventure - in all cases they have taken at least two regular "slots" (at least 8 hours and for many of the levels closer to 12+ hours to complete.

Which level are you saying is just a 3 hour combat mission? I've run all of them - they all had lots for the players to do and explore - and at least as I ran them none were particularly easy (indeed more than a few were downright scary) and I hope they were pretty good experiences for the players. I've run many of the levels over multiple game nights and many other levels as all day convention runs.

I would never schedule Thornkeep for a single slot - at a minimum I would schedule each level for 8 hours and for most of the levels I would suggest more like 10 hours to really enjoy them.

(in many cases at least as my players have played through them they go through parts of the maps multiple times)

I do tend to run long with modules (which is a large part of the fun of running them for me as a DM and for my players - you don't have to race from encounter to encounter or cut off players from creative solutions or roleplaying opportunities). I also am not one to just start encounters immediately with everyone close and no chance of surprise rounds etc - especially in a module like Thornkeep my players have (across many of the levels) triggered multiple encounters at a time - fleeing one foe they may trigger another. I think that's part of the design and it increases the difficulty (at times considerably).

The Exchange 4/5 5/5

Rycaut wrote:
Which level are you saying is just a 3 hour combat mission? . . .

It's completely down to your GM. I have run them all as well (some multiple times). Most had to squeeze to get into a 5-hour slot. I would have preferred 6-7 for the Vaults and 8-12 for the Sanctum. I ran the Sanctum at a convention and was very much not happy at all I had to cut to get it to fit.

Spoiler:
I still ran half an hour into the break between the slots. And that was with 2 5-star GMs as players and an EXTREMELY lucky series of events that meant the two rooms that can run the longest were finished quickly.

But when I played it we blew through it. Because the GM was one of those "OK, next room, here's some bad guys, let's get initiative" types. Even for encounters that could have been resolved peacefully we weren't given that option (if we didn't attack, whatever we were facing would).

1/5

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How in holy heck are you running thornkeep levels in 3 hours?

The Exchange 1/5

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have to agree, played thornkeep part 1 at a con and it took about 6 hours. most of the other levels have been taking anywhere from 5-7 hours.

Grand Lodge 4/5

I've run each level of Thornkeep once, and all of them finished in under four hours. But that was because my party consisted of multiple combat monsters that just tore through the encounters.

The Exchange 5/5 RPG Superstar 2010 Top 16

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The St. Louis crowd was fond of running Thornkeep levels in 4-hour slots -- whoo-hoo, my new PC is 4th level after a day! -- but my attitude is that doing so short-circuits the strength of the adventure. Those sessions start with "You're at the doors to the Accursed Halls..." and entirely side-step the town of Thornkeep, which I think is a shame.

Not only is Thornkeep chock-full of useful gear, rumors, NPCs willing to cut prices for bold adventurers, a ghetto that can turn the goblin combats into something else, etc ... but it's one of Paizo's versions of Hommlet or Sandmarsh. This is the cool part of Thornkeep: it's the ancient gamer trope of the town sitting atop the ancient tomb: malignant, mystical, and mysterious.

Every time I talk to players who are upset about the encounter that Kadasbrass references, I ask them why they didn't take the hints about that character available at the Blue Basilisk. Why didn't they go into that encounter fore-warned? And the answer is always the same: we ignored the town. Okay then.

The Exchange 5/5

Chris Mortika wrote:

The St. Louis crowd was fond of running Thornkeep levels in 4-hour slots -- whoo-hoo, my new PC is 4th level after a day! -- but my attitude is that doing so short-circuits the strength of the adventure. Those sessions start with "You're at the doors to the Accursed Halls..." and entirely side-step the town of Thornkeep, which I think is a shame.

Not only is Thornkeep chock-full of useful gear, rumors, NPCs willing to cut prices for bold adventurers, a ghetto that can turn the goblin combats into something else, etc ... but it's one of Paizo's versions of Hommlet or Sandmarsh. This is the cool part of Thornkeep: it's the ancient gamer trope of the town sitting atop the ancient tomb: malignant, mystical, and mysterious.

Every time I talk to players who are upset about the encounter that Kadasbrass references, I ask them why they didn't take the hints about that character available at the Blue Basilisk. Why didn't they go into that encounter fore-warned? And the answer is always the same: we ignored the town. Okay then.

why was "the St. Louis Crowd" called out in your post Chris?

Is GM Lamplighter from St. Louis? or Belafon? or Jeff Merola? In fact, is any other of the posters above from the St. Louis region?

I actually have played Part 1 twice, both times at a local (St. Louis) CON, and both times we ran long (almost 5 hours - filling the entire slot and into the next slot) and it was mentioned (by both the players and the judge) that we were not getting "a full picture", because it was run at a CON.

The PC that I actually first ran thru all the levels of Thornkeep I have set aside and do not play - partly because his developement was so fast... Even playing him in other (normal) scenarios scattered thru his Thronkeep games he leveled with to little actual play time.

SO... why single St. Louis out for the sarcasm? "...whoo-hoo, my new PC is 4th level after a day! ..."? really?

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Thornkeep was written as a full campaign. If you're only counting time in combat in the levels, you're running it wrong. Thornkeep is meant to be run the same as a module, but the role-play and story parts are left much more to the GM to work out rather than be written in like Murder's Mark or Carrion Hill or others. This is partly due to the size of the book and partly because each level is meant to be a segment of the overall arch.

The Exchange 5/5

Chernobyl wrote:

have to agree, played thornkeep part 1 at a con and it took about 6 hours. most of the other levels have been taking anywhere from 5-7 hours.

did you do this in the St. Louis area?

The Exchange 5/5 RPG Superstar 2010 Top 16

nosig,

Because I kept seeing folks from St. Louis running Thornkeep in single 4-hour slots. Never anybody else; from the Bay Area to Origins, to local game days: I've always seen levels run over two slots.

That's not intended as a slam, but rather as an identifier.

The Exchange 5/5

Chris Mortika wrote:

nosig,

Because I kept seeing folks from St. Louis running Thornkeep in single 4-hour slots. Never anybody else; from the Bay Area to Origins, to local game days: I've always seen levels run over two slots.

That's not intended as a slam, but rather as an identifier.

GM Lamplighter, Belafon, and Jeff Merola all talked of running this "faster than 6 hours" - though Belafon did state "...Most had to squeeze to get into a 5-hour slot. I would have preferred 6-7 for the Vaults and 8-12 for the Sanctum. I ran the Sanctum at a convention and was very much not happy at all I had to cut to get it to fit....".

The OP, GM Lamplighter actually mentioned in the first post that these were "...a 3-hour combat mission ...".

So, yes, in CONs in St. Louis, organizers have tried to squeeze the Thornkeep scenarios into 5 hour slots... but I am willing to bet it has happened in other places as well. From what the other posters on this thread have stated (see GM Lamplighter, Belafon, and Jeff Merola all running it and Chernobyl playing above), it appears not to be just St. Louis.

And "...folks from St. Louis ..." are as upset with it as other places. I myself have retired a PC at 7th level, partly because of this problem.

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

Sorry Chris, but last year we did a full con running Thornkeep in single slots. I've run all the levels except the highest lvl multiple times and they've all been about 5 hours.

The Exchange 5/5 RPG Superstar 2010 Top 16

Eric, how much of the town do you use? (When I ran James Jacobs' level at Origins, and Erik Mona's level locally, I had single fights that took over 5 hours!)

nosig, I'm sure it has happened in other places. But my post stands. And I'm not trying to make any blanket statements. I'm only reporting my own experiences; for example, I wasn't aware of what Eric was doing in Michigan.

Sczarni 5/5 5/55/5 ***

I've run all of the Thornkeep levels, and I think I've run Accursed Halls seven times now (in addition to playing it almost as much).

Only once did it ever take us more than 4 hours to get through Accursed Halls, and that was because that particular party had two very inattentive young players.

I explain some of the backstory, give some of the rumors, and link the adventure to the Society by explaining that three Pathfinders recently went missing and Ambrus Valsin would like to find out what happened to them. I roleplay the Goblins and have them sing during combat. I get very descriptive when it comes to the illusory mist, and try to tailor it to each PC. Everyone has a blast.

But it shouldn't take longer than 4 hours.

The other levels may.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

That said nefreet, I believe playing through the second level of Thornkeep was the only time I have ever come even remotely close to running out of rounds of rage per day and had to start budgeting.

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

Chris Mortika wrote:
Eric, how much of the town do you use? (When I ran James Jacobs' level at Origins, and Erik Mona's level locally, I had single fights that took over 5 hours!)

About as much as I use of Absalom when I run something like Delirium's Tangle, To Delve the Dungeon Deep, or The Confirmation.

Shadow Lodge 4/5

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I start with the town, and I play it by feel how "into it" the group is. If they're the type that just want to "get down to business" then I usually make it pretty easy to find the entrance and get to it. If they really seem to dig exploring the town, it can be a while before they even remember they're there to delve a dungeon.

I've never had the first part run longer that 4-5 hours, though. And we only came up on that with a fairly "talky" group.

The Exchange 5/5

I keep trying to come up with something constructive to post on this thread.

I have failed.

I guess I just need to take a few days off from the boards - I clearly have taken this to personally.

Liberty's Edge 2/5

Well, if nothing else, this thread has made me want to go buy Thornkeep and the Maps for it to run it at my local shop... all the bickering made me go read the information on it and it sounds like a fun adventure!

The Exchange 5/5 RPG Superstar 2010 Top 16

Fomsie, Thornkeep and Emerald Spire, taken together, are a fantastic adventure, and each one stands on its own quite nicely.

Liberty's Edge 2/5

Chris, yes, I have Emerald Spire and I think it looks like a blast to run/play, but until this thread I hadn't really looked into Thornkeep, but it looks like the kind of thing I would enjoy running for a home group where we weren't pressed for time.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Eric Clingenpeel wrote:
Sorry Chris, but last year we did a full con running Thornkeep in single slots. I've run all the levels except the highest lvl multiple times and they've all been about 5 hours.

Every time we've done it, we've allocated and run two full slots for each. If you're squeezing it down to 5 hours, you must be leaving something out.

The Exchange 1/5

nosig wrote:
Chernobyl wrote:

have to agree, played thornkeep part 1 at a con and it took about 6 hours. most of the other levels have been taking anywhere from 5-7 hours.

did you do this in the St. Louis area?

no, sacramento. I am originally from St. Louis though, coincidentally :)

Lived in Jennings...

4/5

Emerald Spire, at least the first level, is the one that I see having the potential to give an entire level in less time than it takes to run "The Confirmation" if you have the right race / class combination. I've heard of Thornkeep being run fairly fast, though a lot of the maps are BIG and the time I played it, it was a close to seven hour slog.

I personally don't see the super-dungeons being a fast way to level up as necessarily a bad thing. For one, the fast XP is balanced out by (usually) lower GP and PP than one would earn succeeding in three scenarios of the same level. It's also useful to have them available as a "catch up" so that newer players in the area can get a character into the higher tier tables faster than three months.

As for GM Credit... that's really an artifact of the system. At this point it would be hard to change without people suddenly losing a star from Free RPG Day credit.

Grand Lodge 4/5

LazarX wrote:
Eric Clingenpeel wrote:
Sorry Chris, but last year we did a full con running Thornkeep in single slots. I've run all the levels except the highest lvl multiple times and they've all been about 5 hours.
Every time we've done it, we've allocated and run two full slots for each. If you're squeezing it down to 5 hours, you must be leaving something out.

Or perhaps they're running it for parties that can finish the combat portions quicker than others.

Shadow Lodge 4/5

ITT: wrongbadfun and you're-doing-it-wrong

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

I've only played The Accursed Halls once, and it took us seven hours. I'm not sure what could be different to have people taking only four. And we even skipped one room after coming at it from both ends. (Crypt breaker alchemist handled the locked door pretty easily.)

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
thread Title wrote:
Why do Thornkeep levels count as "modules" for PFS credit?

Because several years ago, the people that play a bunch of PFS demanded that things like Modules and APs (which do not at all lend themselves to the PFS format) be declared PFS-compatible because they were literally running out of scenarios to play. The solution was to create Chronicle sheets for Modules and APs in an attempt to shoehorn them into the PFS structure.

This is still going on today, but at a lower volume. Look in the Emerald Spire product thread. The day it was released, people were asking when they could have Chronicle Sheets for it.

-Skeld

2/5

I didnt participate but I thought pfs sanctioning was part of the kickstarter package deal for emerald spire. I dont know if the timing was specified but it seems reasonable for people to be asking the day of release about pfs sanctioning in that case.

Grand Lodge 4/5

Steven Schopmeyer wrote:
I've only played The Accursed Halls once, and it took us seven hours. I'm not sure what could be different to have people taking only four. And we even skipped one room after coming at it from both ends. (Crypt breaker alchemist handled the locked door pretty easily.)

Running it both locally and online, I have had Accursed Halls run as short as 4 hours, with a VC briefing on rumors and information, to over 12 hours, including a potential TPK against the highest CR encounter.

In all the times I have run it, I think the <redacted> has hit only once, and that was a second level PC...

Spoiler:
To be honest, other than running into the crickets by surprise, the Shadow has to be the most dangerous encounter. Especially since, even though the color information and text all imply it cannot leave the room, there is nothing in there preventing it from chasing any fleeing PCs, and it can move faster than most PCs without spell assists.

How long it takes, and how well the group does, depends on the PCs and players. Last time I ran it locally, we called it, after 6 hours, and only one "wing" of the dungeon, due to time.

The Exchange 5/5 RPG Superstar 2010 Top 16

Kinevon, agreed. Particularly since (a) a party that doesn't rest before hitting that encounter is probably going to be exhausted of attacks that do the most damage to it, and (b) if the PCs flee back the way they came, they're heading back to an area that makes it stronger.

Grand Lodge 4/5

Chris Mortika wrote:
Kinevon, agreed. Particularly since (a) a party that doesn't rest before hitting that encounter is probably going to be exhausted of attacks that do the most damage to it, and (b) if the PCs flee back the way they came, they're heading back to an area that makes it stronger.

Yeah.

Spoiler:
The crickets are pretty nasty, especially if they can get that initial leaping charge, with 4! claw attacks in.

The wight can be instant death, but it has a fairly low to hit bonus, and it starts prone, so it is entirely possible that it never gets an attack because no one ends up within 5' step range, it attacks from prone with a flat D20 roll to hit, or it likely gets killed just trying to stand up.

The shadow, however:
1) uses a touch attack, so has a fairly good chance of hitting most targets
2) is incorporeal, so only affected, at that at 50% damage, from magic weapons (for a first level party?) and positive energy (like channels). And, to be honest, it will take several channels, for a 1st level Cleric (1d6, DC 14 or so), to take it out. It gets easier (not easy, just easier) if you have a party including some experienced PCs, since that means that they might have a wand of CLW with them, although that is only 1d8+1, DC11 for half. Best chance, withotu preparing for this with Oils of Magic Weapon, is if the party has an Aasimar or half-elf Oracle of Life at second level who took the FCB of +1/2 revelation for both levels, so channels as a third level cleric, and is Charisma-based, so 2d6, DC 15 or 16 save for half.
3) Depending on the target, it can potentially create a spawn, a new shadow, after only one or two hits. Gnome Illusionist Wizard with Str as a dump stat to 5? That would give the Shadow a one-shot kill, ignoring criticals, of 33% on the first hit.
4) It has a fly speed of 40', which is faster than the general run of PCs, other than a few builds, or magical spells, which would be low on a 1st or 2nd level spellcasters list. Maybe a wand of Magic Missle.

things a 1st & 2nd level party might have available to handle this creature:
Channel Energy
CLW (spell slots or from wands)
Magic Missile (spell slots or from wands)
Magic Weapon (Oil, spell slots or wand)
Bless Weapon (Oil or from a wand)
Ghostbane Dirge (scroll, I think, would be about the only legal source for it, at this level)

Liberty's Edge 5/5

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Took us 7 hours or so to play level 1.

I would have been very disappointed if our GM had skipped the town. There are some amazing RP encounters that can be had in the town.

If you are trying to fit the levels into a single 4 or 5 hour convention slot, then yeah, you gotta skip the town.

But I really suggest not doing this.

Silver Crusade 3/5 *** Venture-Captain, North Carolina—Asheville

kinevon wrote:
Chris Mortika wrote:
Kinevon, agreed. Particularly since (a) a party that doesn't rest before hitting that encounter is probably going to be exhausted of attacks that do the most damage to it, and (b) if the PCs flee back the way they came, they're heading back to an area that makes it stronger.

Yeah.

** spoiler omitted **...

Spoiler:
A few more options that I've seen used for that encounter:

- Magic fang cast on an animal companion, eidolon, or monk;
- Holy water;
- A divine caster with the Souls subdomain.

4/5

Andrew Christian wrote:

I would have been very disappointed if our GM had skipped the town. There are some amazing RP encounters that can be had in the town.

If you are trying to fit the levels into a single 4 or 5 hour convention slot, then yeah, you gotta skip the town.

But I really suggest not doing this.

I could never play Thornkeep or Emerald Spire at a con. It's just a total waste to not include the local towns in each of those respective modules. Personally, I'm involved in two seperate groups for ES, one that I'm playing in, another that I'm GMing. As a player, I don't get to experience Ft. Inevitable at all, which I find very disappointing. I'm loving the table I'm running as I've been mixing in touches here and there of town conflicts, random side missions, and political intrigue. It certainly brings the whole module to life as opposed to "let's see if you can survive this massive dungeon crawl".

Grand Lodge 2/5

Belafon wrote:
claudekennilol wrote:

We played through the first level last weekend and I walked away feeling like I'd cheated. Granted, most of us were already playing lvl 2 characters, so that probably factored into it. It was literally the easiest level I'd "earned" on a PFS character. The GM did say that it'll only get harder as it continues and there may even be some floors that have to be split into multiple nights. But yeah, the first level was a joke.

** spoiler omitted **

From your spoiler... you're talking about Emerald Spire. The original post was about Thornkeep.

** spoiler omitted **

Responding to your spoiler.

Everyone was either a tiefling/aasimar except for the cleric which I believe was human. We had a tiefling paladin, tiefling magus, tiefling bloodrager, aasimar bard, aasimar hunter, and one more who was melee oriented, I don't remember what.

You're right that it was the emerald spire and not thornkeep, but the sentiments are the same, it was the easiest level I've ever earned in PFS.

Grand Lodge 4/5 5/55/55/55/5 **** Venture-Captain, Minnesota

Ah... Having played that level of ES recently, I can say that racial picks make a big difference.

Spoiler:
Not having Dark Vision sucked for our group and made the whole level quite a bit more challenging. It wasn't designed for an entire party with Darkvision, and because everyone frantically started aasimar and tiefling characters before the cutoff, this is just a blip on the PFS radar. Once this wave of aasimar and tieflings rides out, I think that people will find it a much more challenging level.

I will also agree that the town is the best part of Emerald Spire. There's so much intrigue that cannot be handled with melee! I love the subtle nastiness of Fort Inevitable.

Hmm

4/5 *

Alas, there's nothing stopping a GM from skipping the town, or in fact even telling them it's a good idea to run it. The way PFS APs are sanctioned, you get credit for running the sanctioned segment and nothing else. There is no "campaign mode" for modules (although perhaps there should be).

Thornkeep levels give way too much reward for the time required to play them. Dawn of the Scarlet Sun and the recent mummy Free RPG module were both lethal as well, but only gave 1 XP. Thornkeep should be the same as those.

4/5 *

Alternate fix: right now, real modules are assumed to run in several sessions, and you lose 1XP/1PP per missed session. If we defined a "session" as a set amount of time, there could be a reasonable minimum time requirement to qualify as playing the module, even for shorter ones like Thornkeep or Free RPG Day modules. So, running Thornkeep in 3 hours would be worth 2XP and 3PP, say.

This would also address issues like the "run Fallen Fortress 5 times in a day with the same players to get locked-in aasmiars before the deadline" that happened recently, as well - we heard of a 29-minute run-though at the end of the day, still worth 1XP for every player and 2 star credits for the GM.)

Grand Lodge 4/5

All instituting a minimum amount of time needed on a module would do is make people lie about how long they spent playing.

Shadow Lodge 4/5

Jeff Merola wrote:
All instituting a minimum amount of time needed on a module would do is make people lie about how long they spent playing.

^this

The Exchange 5/5

or raise the issue of ...

Player: "I spent 10 hours playing First Steps... so, does my PC get 2.5 times the 'standard rewards' for that scenario or just 2XP and 4PP and twice the gold?"

yeah, that'll be great.

4/5 *

Would love to hear a better suggestion that plugs the hole currently in existence. Right now, my only legal option is to ask those GMs to run them as private home games instead, since they don't work well for unsuspecting walk-up players at public game days (who will likely just die anyway).

Grand Lodge 4/5

Given that I personally don't feel that there is a hole, not sure what I can suggest.

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