Are spellcasting services available literally "during" a scenario at any time?


Pathfinder Society

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Serisan wrote:
I've allowed parties with teleport to go back to town to get necessary supplies in the past, up-to-and-including multiple scrolls of restoration, make whole, etc. Yes, that was in a notorious Kyle Baird scenario.

Allowed?!?! Now one allows Fizzle to do things! Fizzle allows them to not make the very poor decision of telling him no!

4/5

Tindalen wrote:
Serisan wrote:
I've allowed parties with teleport to go back to town to get necessary supplies in the past, up-to-and-including multiple scrolls of restoration, make whole, etc. Yes, that was in a notorious Kyle Baird scenario.
Allowed?!?! Now one allows Fizzle to do things! Fizzle allows them to not make the very poor decision of telling him no!

"For the purposes of this scenario, is "whence I came from" the base camp or Absalom? I still have one casting of Teleport prepared."

1/5 5/5

Pathfinder Lost Omens Subscriber
Serisan wrote:


"For the purposes of this scenario, is "whence I came from" the base camp or Absalom? I still have one casting of Teleport prepared."

And one on a scroll for *just these sorts of emergencies*?

4/5

Wei Ji the Learner wrote:
Serisan wrote:


"For the purposes of this scenario, is "whence I came from" the base camp or Absalom? I still have one casting of Teleport prepared."
And one on a scroll for *just these sorts of emergencies*?

The scrolls had been expended already.

4/5 *

Some things shouldn't be subject to table variation, though.

Bonekeep:
As BNW pointed out, you are specifically given 2 days of prep time before going in (probably to deal with exactly this case). And once you leave Bonekeep, the scenario ends and you can't go back in. Period.

Other scenarios: I think it is technically legal to leave (assuming you can escape), pay for spellcasting services (waiting the 24 hours or not, depending on the spell and the GM's call), and then go back in. Even raise dead is fine IMO, because any good priest who can cast it is probably going to keep that one ready. But many people forget that characters can only be the target of a restoration spell once per week. This means this tactic results in at least 1 negative level for the rest of the scenario.

And the bad guys now know you're coming, and this invalidates their written tactics since now they have advance warning of another possible attack. The GM is justified in having them fortify, or just leave. Having them spend their gold on hiring mercenaries is logical. but goes beyond what GMs are allowed to change, IMO.

Of course, building versatile characters tends to reduce the need for this tactic except in dire emergencies. If you can't foresee that you will need healing, lesser restoration, a way to fight darkness/flying enemies/incorporeal enemies, a way to defeat DR, etc. there are lots of great guides out there to help you prepare.

Scarab Sages 4/5 **

Pathfinder Adventure, Adventure Path Subscriber
GM Lamplighter wrote:

Some things shouldn't be subject to table variation, though.

** spoiler omitted **

Bonekeep

I would clarify you are referencing the opening text for Bonekeep #1 (and maybe #3, I haven't read that one yet).

Bonekeep #2 has a very unusual beginning.

details:
It can be interpreted many different ways (some potentially very harshly towards the players).

4/5 *

Just missed the edit window - yes, Bonekeep 1.

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