Determining rewards when the party can't complete a module


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Dark Archive 5/5 5/55/5 ***

Greetings, all. Quick question.

I recently ran a rough module where the party could not complete the final encounter. I still gave them 3xp and 4pp, but when it came to determining the gold and treasure I wasn't 100% certain how to call it.

The final boss had an item that I decided to cross off the Chronicle Sheet, since they never got it. I figured that was acceptable, and the players thought that was reasonable.

But I also reduced the gold by 1/6th (from 4800 to 4000), which was the listed value of the boss's other treasure. Since they had to pay for one Raise Dead already, I wasn't sure if that was too harsh or not. I was following the precedent I often see described in PFS scenarios.

If either decision was uncalled for, I can reissue Chronicles when I see this same group next week.

Thoughts?

2/5

I don't think your reduction of the gold is out of line since you based the reduction off the value of the treasure they would have missed out on. Depending on the nature of how they handled the rest of the module, you might have reduced the xp or pp as well. What was the module involved?

4/5

To site a few lines concerning modules and APs from the PFSOPG:

PFSOPG p.30 wrote:


If a character dies and is brought back to life, the GM must determine the rewards for that character. The minimum possible reward is 0 gp, 1 XP and 1 PP on the medium advancement track or 0 gp 1/2 XP, and 1/2 Prestige Point on the slow advancement track. If a character participates in more than 2/3 of the module, she should receive the full rewards. GMs and active players are encouraged to hasten the return of any characters waiting to be raised from the dead.

Players who do not complete each game session earn 1/3 fewer gold pieces, 1 less XP and 1 less Prestige Point for each session missed. This also applies to players who join later sessions; they receive 1/3 fewer gold pieces, 1 fewer XP and Prestige Point for each session missed. In both cases, players earn a minimum of 1/3 gold pieces, 1 XP and 1 Prestige Point.

The whole thing kinda hinges on if the previously slain player was quickly brought back or not. Unless someone can find a citation or reference to contradict this, players should be awarded everything if they got to see the module through to the very end eventhough it didn't end well.

To the OP, I honestly would've done something similar. I haven't run into a situation where players couldn't complete a module yet. However thanks to this post, I'll have to keep that reference in mind should an event like this ever pop up.

Dark Archive 5/5 5/55/5 ***

160 games GMed thus far and it was the first module I've run where they couldn't complete it.

4/5

GM Blob #19 wrote:
160 games GMed thus far and it was the first module I've run where they couldn't complete it.

I've kept on scanning this guide and haven't found anything specific that states if they can't finish a fight, then do this. The guide itself assumes that any module will take 2-3 sessions to complete at 4-5 hour intervals. That is probably the basis for the line "If a character participates in more than 2/3 of the module, she should receive the full rewards." The guide itself encourages players and GMs to raise characters as quickly as possible, if possible.

Without knowing which module it is, although assuming that 4800gp is the gold reward, then I can safely assume that this was a Tier 3-5 adventure. (Fangwood Keep, Thornkeep, Emerald Spire, Midnight Mirror, Dragon's Demand, ect.) Unless conditions make it grossly impossible, there isn't any guidelines for modules that state that a party couldn't retreat and come back later better prepared. No doubt some would find this cheesy, but the only thing really running against the party is time.

Grand Lodge 4/5

Another thing to remember about modules: They typically have a lot more gold available than the cap amount, so missing stuff may not actually affect how much gold they accrue from the module.

I tried, once, to figure out what the value of the final encounter in We Be Goblins! was, and it came out, IIRC, to more than the gold cap, all on its own.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

Sounds reasonable to me. They completed everything exept kill the BBEG. So the XP is there. Only thing I am doubtfull about is the prestige. Killing the BBEG might count for one, but without knowing the module its hard to say. Mopping up all the other encounters might just as well acomplish shutting down the BBEG.

Reducing the gold sounds also fair. I would not change your initial ruling.

4/5

kinevon wrote:

Another thing to remember about modules: They typically have a lot more gold available than the cap amount, so missing stuff may not actually affect how much gold they accrue from the module.

I tried, once, to figure out what the value of the final encounter in We Be Goblins! was, and it came out, IIRC, to more than the gold cap, all on its own.

You make an excellent point. Modules in of themselves aren't designed with PFS in mind. I'd be willing to stake a claim that a majority, if not all modules, when calculated will have reward totals that exceed the awarded amount for PFS play. That only reinforces the "2/3 participated" guideline in my mind.

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