First Time GMing PFS... or Ever! (#7-14)


GM Discussion


Hey all, so I'm GMing for the first time this weekend to give the Mrs. a reprieve from our weekly campaign. I've participated in PFS for years, maybe a dozen sessions in all. That said, I've got a few PFS specific questions.

First, a few generic ones. Apologies in advance if some of them are repeats. I've found some answers, some going back as far as 2013, however I want to make sure I'm current.


  • The "Welcome to Pathfinder" Boon... if players didn't know to receive this at level 1, are they still eligible?
  • When filling out the Chronicle sheet, do I have to pick which character gets my GM credit when I report? Or can I save it and apply it retroactively so long as I apply it to an eligible character?

I'm running #7–14—Faithless and Forgotten, Part 1: Let Bygones Be and there's one question about the chronicle sheet I'm unclear on...


  • The current PFS guide states "most scenarios have reporting notes at the end of the adventure. These instruct a GM to check one or more boxes (A, B, C, or D) based on the PCs’ choices and accomplishments". I'm not seeing anything stated in the instructions that I should do anything for ABCD. Can anyone who has run this confirm? I don't think I need to use these, but I just wanted to confirm.
  • How much creative license do I have? I know the group I'm running quite well, and in this particular adventure there's a location on the map that is not relevant to the assignment and there's no detail provided about this location. I'm referring to the Open Slave Market. To avoid confusion and a rabbit hole, can I just photoshop this right off the version of the map I give players?

Thanks for helping a newbie GM!


Let me answer the question I know the answers to:

1.) I'm unsure on the boon question.
2.) You need to pick what character you apply your GM credit to when you report the scenario.

3.) I am unsure as I don't have the scenario.
4.) Creative License- This one is a bit more complicated. You are for the most part not supposed to change the scenario. So as far as photoshopping out part of the map, you proabably aught not do that. Where some liscense is allowed is when your players force your hand. This can occur when they do something that is not covered in the scenario. In these cases use your best judgement. I personally dislike it when a DM says "You can't do X, because X is not written into the scenario."
It is important to keep in mind that just because your players go in a direction that is not covered, it does not mean that you have carte blanche to make up a whole new scenario. You should try to find a way to get back to the scenario in a quick manner that maintains verisimilitude.


Here is a great post where the PFS Organized Campaign Coordinator at the time Mike Brock talked about when going off script was OK for a DM. Link

Basically only in abnormal circumstances where the PCs do something that is not covered by the scenario.


MichaelCullen wrote:

Here is a great post where the PFS Organized Campaign Coordinator at the time Mike Brock talked about when going off script was OK for a DM. Link

Basically only in abnormal circumstances where the PCs do something that is not covered by the scenario.

Thanks! When I looked at the scenario overall, there was a reference to an escaped slave and I presumed that this might come into play more in parts 2 and 3 of this module. I just know as a player if someone hands me a map with a marker on it and a throwaway line about an escaped slave that I should probably pursue it further.

I blame the video game world we live in, but when a map has a marker, I expect that I'm being led to go there! I'm less worried about killing time at an undesired location or improving than I am in doing something that contradicts the future parts of this arc.


If your PCs want to check out the market give a vivid description. Tell them about the sights, the sounds, the smells. Tell them about the mother sobbing and the clang of coins. If they want to "gather information" using diplomacy. Roll a 1d4 for how many hours they spend and perhaps throw in a little background information from the scenario. Maybe someone there knows something. If nothing seems to fit, tell them, "The people here don't seem to know anything of value to you. Either that or they are not talking. You sense that your time is better spent elsewhere."

By telling them that they "sense their time is better spent elsewhere", you are keeping their characters immersed. If you told them, "This is outside the scope of the scenario", you immediately hurt the immersion.

Dark Archive 4/5 5/5 *

1) boon - check in with your local V* and find out? It is suggested for -1 and if possible at level 1 but its not explicit (6 months later sounds like it might be taking the proverbial though)

2) Fill it out at the time - needs to be applied in order and can be dropped on a number not created yet if it helps (designation is always in order)

3) Not all of them have this need (always there for reporting as a standard format but not used in part 1)

4) Its there and a minor part of the plot - would make sure they know messing is suicidal though, maybe focus on the p6 description (add more hellknight info if required - heavy armor police miltia is not to be messed with)

"When the PCs arrive, a small riot is threatening to spill over from the nearby Open Slave Market. City guards bide their time, waiting for reinforcements from the Hellknights. A few of the armor-clad enforcers are looking not at the crowd, but to the harbor waters."

Its worth looking at the adventure and seeing that the escaped slave and the rioting market are all flavor of Chelliax and so the map gives an idea of where they arrive (and can be pointed out as such) as well as saying and the place you were given for making contact is ______.

Dark Archive 4/5 5/5 *

And being comfortable to describe more than the script says but i think part of the writing has it that the slave market is in heavy lock down gives enough reason not to run off and try to free slaves (as would be if it was not in uproar (damned Libery's Edge lot ;) )

But in the last game i ran we had an invisible scouting party to what was a diplomatic situation - being able to describe how they snuck in and did a surveillance run ate through a few minutes of the game that was not really planned in but it gave them a chance to feel they were free to do other plans than the one directly listed.

If you are worried about 2 and 3 and you plan to run them then have a look. Zefiro gets another big part and Tamran at the docks also makes a reappearance so its worth knowing they can be played up and (hopefully) are more memorable.

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

GM discussion for Faithless and Forgotten part I

You can read the thread and if you still have questions, ask it there. The GMs that ran it before can answer you.

Regarding the boon: It has to be someones first character. But I would be fine to hand it to someone who's character is lvl 2. It is still relevant at that level. Not everyone knows it exists, and it would be a bummer for somone to find out they cant have the help it provides just because they played their first three games at a location that did not know about the boon.

As for GM credit: You pick when you report. But, you dont have to take a GM sheet. As you are only eligible for one GM chronicle, you could skip taking a sheet this time, and then take it if you GM this scenario a second time.


Thanks all! Duly noted on the scenario regarding what is in the realms of acceptable creative license!

As to the boon... seems like it's a gray area. We have one play starting fresh, but a few friends are on their first or second character level 3 or under and have not used it. I'll check with the local V*, but just so I know the restrictions, does it have to be a person's first character or only apply to one character?

EDIT: Found the answer to the boon question, found here:

Mighty Squash said wrote:
While no specific language is on the boon, the Welcome boon is limited to a first level XXX-1 character. This criteria will appear in the next Roleplaying Guild Guide.

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

I really liked GMing this series, and I'd recommend reading part 2 and 3 before GMing part 1.

The author was careful not to put in any spoilers, but the downside of that is that you might not realize which elements of part 1 will be returning in the later parts. It helps if you know which things you should emphasize so the players will remember them next time :)

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