PFS #9-14: Down the Verdant Path


GM Discussion

3/5 5/55/55/55/5 ****

So I'm reading this scenario, as I'm scheduled to GM it in the next couple weeks, and noticed something odd. Page 22 mentions a "Seasoned Explorer" boon that I otherwise can't find any mention of and which isn't on the chronicle.

Grand Lodge 4/5 **** Developer

That's an artifact from an earlier version of the scenario. Ideas from the original boon eventually evolved into the Elemental Investigator Concordance boon.

5/5 *** Venture-Agent, Netherlands—Utrecht

I'm running this in two weeks, I have two questions:

- How does the betting work? Falbin bets that the Briar Henge druids are behind it, Jamila thinks it's a planar rift (which is the truth). There are three clues to either side, and Jamila will win if it's a tie. Later on, the scenario says Jamila might miss her potion of Haste during a combat. How does that work, especially since it's likely Jamila will be right? I assume that will happen either through people failing her checks, or actively not telling her if the PCs know the results.
Also, are the rewards supposed to be used in this scenario only, or are they permanent, and can be used in later adventures? 250 gp is quite a lot in high tier, it's a shame if they lost that potion. Then again, it's a steal against market value, but still.

- The weather effects on page 14. Is that supposed to happen during all combats in the First World? That could be pretty severe, especially since only the PCs suffer from it. I hope it's taken into account during CR calculation.

Also, on page 18/19, the checks to influence the Wild Hunt seem disconnected from their results. At least, at first glance. It seems weird to me that a party that wants to smooth-talk with Diplomacy are still forced to fight them, albeit with an advantage. Maybe it'll go differently once I actually play it, but it seems to me people will be confused by the difference between their intentions and the results.


2 people marked this as a favorite.
Kwinten Koëter wrote:
How does the betting work?

As you say, it's more likely that the outcome of the betting will favour Jamila (and anyone betting with her against Falbin), because she happens to be correct. However, I wanted to create a balanced system that allowed for the possibility of either side winning.

Note on p.10: "If the PCs found all three clues supporting Falbin’s theory first and have already settled bets, the NPCs agree it best to honor those payments, even after learning the truth from Azure."

Kwinten Koëter wrote:
...are the rewards supposed to be used in this scenario only, or are they permanent, and can be used in later adventures?

All the items which the PCs can obtain through betting appear on the chronicle sheet, so they can be reused.

Kwinten Koëter wrote:
The weather effects on page 14. Is that supposed to happen during all combats in the First World?

Good question. The Whirlwood seasonal effects do NOT apply to encounters in Area B (Frozen Lake), but they DO apply to Area C (Heartgrove) encounters.

My hope is that PCs who struggle against the first Heartgrove encounter (vs. the assassin vine or basidirond) will factor the environmental hazards into their response when the wild hunt approaches. In other words, if the plant nearly kicked your butts, maybe slow down and talk to the hunters, instead of attacking them on their favoured ground.

Kwinten Koëter wrote:
...the checks to influence the Wild Hunt seem disconnected from their results. At least, at first glance.

This was intentional. The wild hunt are otherworldly creatures from a capricious, unpredictable environment, so their reactions to tactics like diplomacy or intimidation won't be predictable. I hope most players find this unorthodox roleplaying fresh and enjoyable, not frustrating, but as with so many things about our favourite hobby, YMMV.

Good luck with your prep and your game, Kwinten! Let me know how it goes!

Dark Archive 4/5

It's been asked as a question by a player, so just to confirm, the SLAs from Elemental Investigator are one use each, ever, correct? And only once all have been used up do you gain access to the spell.

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hey Scott, do you happen to have a motivation in mind for Falbin's apparent change in scenery? It seemed like he had a pretty good situation in Wispil--unless it's canon that his garden burned down? (Heck, it has almost every time I've run it.)


2 people marked this as a favorite.
Alex Wreschnig wrote:
Hey Scott, do you happen to have a motivation in mind for Falbin's apparent change in scenery? It seemed like he had a pretty good situation in Wispil--unless it's canon that his garden burned down? (Heck, it has almost every time I've run it.)

Falbin still resides in Wispil, but each season he makes at least one trip to a different part of the Verduran, to collect herbs that only grow in particular regions. He is well-known in Bellis because he stays there every autumn while gathering pokeroot (he alludes to this on p.5).

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I saw the reference to pokeroot, but thought it was an indication he knew the area well from perhaps living there. That makes sense, though. Thanks!

Sovereign Court 2/5 Venture-Lieutenant, Alaska—Anchorage

I will be running this this weekend and I have a question on the Remnant of the First World boon: As a Gm can I select what ever item of the character I am assigning this to and also selct the property? It would be cool to have set of armor change color with your emotion or a cloak with tiny blinking eyes on it!

Dark Archive 3/5 5/55/55/5 *** Venture-Lieutenant, Illinois—Fairview Heights

Jonathan Carroll wrote:
I will be running this this weekend and I have a question on the Remnant of the First World boon: As a Gm can I select what ever item of the character I am assigning this to and also selct the property? It would be cool to have set of armor change color with your emotion or a cloak with tiny blinking eyes on it!

That is how we handled it after discussion with one of my VO's. It seems to fit the general rule of GM chronicle boon selection.

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Oh, here's an easy one for you, Scott. We have three events that occur in sequence based on how far out the party is from Bellis:

2 miles out from Bellis: wagering begins (page 6)
As you approach the disturbance: the party can find clues (page 6-7)
2 miles out from Bellis: The seasons change as you arrive on the scene! (page 7)

It's easy enough to make up a number for a table, but I'm making a handout I'm going to upload to PFSprep for everyone, so I'd like to get things "right" if I can. Do you have a substitute number to replace one of those two with?


Jonathan Carroll wrote:
I will be running this this weekend and I have a question on the Remnant of the First World boon: As a Gm can I select what ever item of the character I am assigning this to and also selct the property? It would be cool to have set of armor change color with your emotion or a cloak with tiny blinking eyes on it!

That boon is in reference to the "offering" items which the PCs use when crossing over to the First World (see p.10 and p.21). It's unlikely to be armour, since each PC is asked to hold their item aloft while jumping into the well. It's also supposed to be "some trifle you're not too attached to" (Azure says this as a hint that the items will be inaccessible during their time in the First World).

The "First World Mutations" table on p.21 is meant to assign random characteristics, although it does give the GM the option to ignore any result that "renders the item useless or simply doesn't make sense."

So, according to the rules as written, the answer is no, GMs choose neither the items nor the specific properties. I'd recommend letting the PCs roll their own d10s, because it gives them more ownership over the results.


1 person marked this as a favorite.
Alex Wreschnig wrote:

Oh, here's an easy one for you, Scott. We have three events that occur in sequence based on how far out the party is from Bellis:

2 miles out from Bellis: wagering begins (page 6)
As you approach the disturbance: the party can find clues (page 6-7)
2 miles out from Bellis: The seasons change as you arrive on the scene! (page 7)

It's easy enough to make up a number for a table, but I'm making a handout I'm going to upload to PFSprep for everyone, so I'd like to get things "right" if I can. Do you have a substitute number to replace one of those two with?

Yeah, I obviously failed my Knowledge (geography) check here. My original distances differed from the edited version, so Linda is the final authority on this.

But if you need an answer in a hurry, I'd say change the last distance (when Fall Turns to Summer) to "5 miles south of Bellis." This would line up with the next statement ("1 mile closer than Falbin expected"), which serves to establish the rate of the verdant zone's expansion.

I hope that helps!

Dark Archive 3/5 5/55/55/5 *** Venture-Lieutenant, Illinois—Fairview Heights

Scott Sharplin wrote:
Jonathan Carroll wrote:
I will be running this this weekend and I have a question on the Remnant of the First World boon: As a Gm can I select what ever item of the character I am assigning this to and also selct the property? It would be cool to have set of armor change color with your emotion or a cloak with tiny blinking eyes on it!

That boon is in reference to the "offering" items which the PCs use when crossing over to the First World (see p.10 and p.21). It's unlikely to be armour, since each PC is asked to hold their item aloft while jumping into the well. It's also supposed to be "some trifle you're not too attached to" (Azure says this as a hint that the items will be inaccessible during their time in the First World).

The "First World Mutations" table on p.21 is meant to assign random characteristics, although it does give the GM the option to ignore any result that "renders the item useless or simply doesn't make sense."

So, according to the rules as written, the answer is no, GMs choose neither the items nor the specific properties. I'd recommend letting the PCs roll their own d10s, because it gives them more ownership over the results.

I'm pretty sure he was asking how he should apply this to his GM credit character, and not on how it is handled with the PCs.

I like the context you provided to the PC's choice. My table used some of the least valuable items they can find, with hilarious results. One now has a 'pet rock' which coos and giggles. Yes the character had rocks on his sheet as he uses them as weapons.

Letting the players roll the results worked really well. I waived off a few options that did not fit the item used, but otherwise the players were happy with the results.

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Scott Sharplin wrote:
Alex Wreschnig wrote:

Oh, here's an easy one for you, Scott. We have three events that occur in sequence based on how far out the party is from Bellis:

2 miles out from Bellis: wagering begins (page 6)
As you approach the disturbance: the party can find clues (page 6-7)
2 miles out from Bellis: The seasons change as you arrive on the scene! (page 7)

It's easy enough to make up a number for a table, but I'm making a handout I'm going to upload to PFSprep for everyone, so I'd like to get things "right" if I can. Do you have a substitute number to replace one of those two with?

Yeah, I obviously failed my Knowledge (geography) check here. My original distances differed from the edited version, so Linda is the final authority on this.

But if you need an answer in a hurry, I'd say change the last distance (when Fall Turns to Summer) to "5 miles south of Bellis." This would line up with the next statement ("1 mile closer than Falbin expected"), which serves to establish the rate of the verdant zone's expansion.

I hope that helps!

That's great, thanks!

One more question--how big were you envisioning the elephant at the very end after it shrinks?

My first thought was, figurine of wondrous power, but... it sounds like an elemental, so maybe Small size?

5/5 *** Venture-Agent, Netherlands—Utrecht

Scott Sharplin wrote:
Kwinten Koëter wrote:
How does the betting work?
Kwinten Koëter wrote:
...are the rewards supposed to be used in this scenario only, or are they permanent, and can be used in later adventures?
All the items which the PCs can obtain through betting appear on the chronicle sheet, so they can be reused.

That wasn't really what I meant. What I meant to say was: people who bet lose 50 or 250 gold. Are the rewards they get supposed to be permanent (meaning they're considered "bought" and can be reported as such on an inventory tracking sheet), or do people need to re-buy them after the scenario, meaning it's essentially 50/250 gp down the drain (they lose money either way if no one participates, so they sort of get compensated, but still)?

Ah, one more question: does the Wild Hunt know that they're guarding their own bag? I'm sure the PCs will figure it out somehow, but how should they react to it? Weary understanding about the situation, and explain how to retrieve it? Surprise and joy to find it, but frustration when they can't retrieve their cooperation? I'm inclined to go with the former, it seems like a fun thing to do, but any suggestions are welcome.

Also, follow-up question: the Wild Hunt "ran afoul" of the Lantern King, and he gave them contradicting memories of the event. I haven't really given it some thought yet because I need to prep other stuff, but any idea what those memories could be? Since the Lantern King is the Eldest of mischief and transformation, maybe something like they (accidentally) spoiled a joke or told the victim it was the Lantern King, they pranked the Lantern King back and he took it badly, or they did something transformation-related I can't really think of right now.


Alex Wreschnig wrote:

One more question--how big were you envisioning the elephant at the very end after it shrinks?

My first thought was, figurine of wondrous power, but... it sounds like an elemental, so maybe Small size?

Yep, it's one of Ashasar's four elemental familiars. It shrinks to small size.

Kwinten Koëter wrote:

That wasn't really what I meant. What I meant to say was: people who bet lose 50 or 250 gold. Are the rewards they get supposed to be permanent (meaning they're considered "bought" and can be reported as such on an inventory tracking sheet), or do people need to re-buy them after the scenario, meaning it's essentially 50/250 gp down the drain (they lose money either way if no one participates, so they sort of get compensated, but still)?

I'm sorry, I really don't understand what you're asking. Maybe if Linda swings by this thread (or if you post your question with spoiler tags on the product discussion thread), she'll be able to help you.

Kwinten Koëter wrote:
Ah, one more question: does the Wild Hunt know that they're guarding their own bag? I'm sure the PCs will figure it out somehow, but how should they react to it? Weary understanding about the situation, and explain how to retrieve it? Surprise and joy to find it, but frustration when they can't retrieve their cooperation? I'm inclined to go with the former, it seems like a fun thing to do, but any suggestions are welcome.

It's a more insidious punishment if the Wild Hunt know their bindle bag is within reach, yet cannot use it because they lack cooperation.

But my general answer to all Wild Hunt RP questions is: they disagree, and nothing ever adds up. These guys are Tweedledum and Tweedledee times two, so all the responses you've suggested could easily come from different hunters, all at the same time.

Kwinten Koëter wrote:
Also, follow-up question: the Wild Hunt "ran afoul" of the Lantern King, and he gave them contradicting memories of the event. I haven't really given it some thought yet because I need to prep other stuff, but any idea what those memories could be? Since the Lantern King is the Eldest of mischief and transformation, maybe something like they (accidentally) spoiled a joke or told the victim it was the Lantern King, they pranked the Lantern King back and he took it badly, or they did something transformation-related I can't really think of right now.

I could tell you, but then I'd have to scramble your memories! :)

3/5

Pathfinder Battles Case Subscriber
Scott Sharplin wrote:


Kwinten Koëter wrote:

That wasn't really what I meant. What I meant to say was: people who bet lose 50 or 250 gold. Are the rewards they get supposed to be permanent (meaning they're considered "bought" and can be reported as such on an inventory tracking sheet), or do people need to re-buy them after the scenario, meaning it's essentially 50/250 gp down the drain (they lose money either way if no one participates, so they sort of get compensated, but still)?

I'm sorry, I really don't understand what you're asking. Maybe if Linda swings by this thread (or if you post your question with spoiler tags on the product discussion thread), she'll be able to help you.

My players had the same question.

If they bet and loose, do they have to mark off the funds.
If they bet and win, do they get to keep the free items after the scenario.

Given the items are on the Chronicle at full price, and not participating in the bets at all has a GPloss on the Chronicle IIRC, I ruled it as “fake money” that only had influence during the scenario for the fun of it. No one who lost had to record a loss of GP, no one who won got to keep the items. Not sure that was the intention or not, so I’d also like clarification for future runs.

Sovereign Court 3/5

So reading through this scenario I have several questions.
1) How did Jamila use plane shift to arrive before the party? The spell drops you off an average of 257 miles from your target. Unless she just spent several days doing it and/or got EXTREMELY lucky that seems like a very dangerous/inefficient way to travel.
2) Reading through the briefing the venture captain simply asked them to explore the phenomenon, not to actually stop it. What motivation does the party have to intervene when the alternative is to study the situation?
3) Azure states that the rift will remain so long as they remain bleached. What happens if the players go full murder hobo and just kill them? Have to be honest that does seem like the easiest solution to the problem, especially when the gnome was cursed by what is essentially a demi-god and helping them requires you to steal from said demi-god. I can easily see players balking at this prospect.
4) Are the other hunters not upset that the players may have killed their friend? I understand that death is not permanent in the first world but the negative levels they take are (and don't tell me that every fey creature has sacks full of gold to pay high level casters for a restoration every time they die) so at the very least the players have permanently crippled their friend.
5) Lastly, how are players collecting frozen samples? As soon as they leave the frozen area they should simply thaw out. And if the area makes things permanently frozen even after being removed, wouldn't access to that be more important than closing the portal?

Silver Crusade 4/5 5/55/55/5

1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Item mutations:

  • A mirror that changes color with the mood of the wearer
  • A flute that coos and giggles when used
  • A coin (with a bullet hole through the middle) that cries and wails whenever its owner leaves it behind
  • And although I maybe should have disallowed this one, it was too funny to disallow: an alkali flask that, when dropped from more than 2 feet up, bounces.


  • 2 people marked this as a favorite.
    Stephen Trone wrote:
    1) How did Jamila use plane shift to arrive before the party? The spell drops you off an average of 257 miles from your target. Unless she just spent several days doing it and/or got EXTREMELY lucky that seems like a very dangerous/inefficient way to travel.

    She enjoys gambling. She got lucky.

    Stephen Trone wrote:
    2) Reading through the briefing the venture captain simply asked them to explore the phenomenon, not to actually stop it. What motivation does the party have to intervene when the alternative is to study the situation?

    The phenomenon is spreading, and threatens to overtake Bellis within the next few days. These stakes are not terribly clear in the scenario, but Jamila or Falbin can point them out if the PCs seem disinclined to help.

    Stephen Trone wrote:
    3) Azure states that the rift will remain so long as they remain bleached. What happens if the players go full murder hobo and just kill them? Have to be honest that does seem like the easiest solution to the problem, especially when the gnome was cursed by what is essentially a demi-god and helping them requires you to steal from said demi-god. I can easily see players balking at this prospect.

    Murdering Azure won't seal the breach. Reuniting them with their colours will.

    Stephen Trone wrote:
    4) Are the other hunters not upset that the players may have killed their friend? I understand that death is not permanent in the first world but the negative levels they take are (and don't tell me that every fey creature has sacks full of gold to pay high level casters for a restoration every time they die) so at the very least the players have permanently crippled their friend.

    Due to their curse, the hunters generally hate each other. And yes, death in the First World is an inconvenience, like breaking a leg.

    Stephen Trone wrote:
    5) Lastly, how are players collecting frozen samples? As soon as they leave the frozen area they should simply thaw out. And if the area makes things permanently frozen even after being removed, wouldn't access to that be more important than closing the portal?

    Good question. The frozen items do thaw out over time, but they retain a residue of elemental magic which Ashasar would like to study.

    Sovereign Court 3/5

    After action report.
    The players were shocked when the handout was their mission statement since they have become used to long paragraphs of textboxes. They were a little unclear on the mission, especially as the cause became clear.
    They pretty much decided right away the portal was the more likely option but bungled their checks to find the cause until they met Azure. None of them really wanted to gamble since it doesn't seem to benefit them when they could just wait and see. Jamila not helping them fight rubbed them the wrong way since Explore Report Cooperate apparently only applies to players. They were then confused as to why the portal needed to be closed. In their mind a tropical forest would be beneficial to a town of loggers. Also the concordance might need a bit more motivation, their debut scenario involves them stopping a portal they should want to study instead.
    One player almost drowned in the ice water and went back early to try and survive so the party face had singing hairclips for the rest of the scenario once they returned. Once the players got into combat range it was over quickly. The final fight was a cakewalk even with the environmental hazards.

    The players absolutely adored the items they got. A pair of them are twin princesses and got hair clips that sing and a tiara that bubbles. They seemed to really like the flavor of the land and I think this scenario does a great job of making the first world seem alien and strange. As a GM I loved how the wild hunt responds to social skills, its a really good way to make them seem inhuman.
    In summary, the NPCs are off putting and the fights are easy, but the environment is great and the rewards are memorable.
    Players seemed to love it once they got to the first world.
    Hopefully this helps someone figure out where to focus their effort.

    5/5 *** Venture-Agent, Netherlands—Utrecht

    After-action report from me as well:

    Party composition was four level 3 people, one level 2. They decided to play high tier.
    Players didn't seem to mind Jamila tagging along. They had played the Tyranny of Winds trilogy (though not with this character), though they bore no ill will to her. Apparently some people did, so I'm mentioning it.
    Players didn't really seem to care about the gambling. One joined in because of his gambling background, but none of the items were eventually used.
    One of the players actually had Speak with Animals and started a conversation with the giant frogs. They had a fun interaction, then Wild Empathy'd them away (we had a Gunslinger/Druid multiclass who was Charisma-based, so that helped).
    They were weirdly indifferent about Azure at first. Their gimmick was intriguing (the colours), but the party didn't even catch on to their nonbinariness (though I didn't really play it up, either).
    The fight with Daisag was pretty interesting. Daisag hit pretty hard, but the Druid cast Entangle, so she had to flee the tree. Eventually she got killed and she'd rejuvenate elsewhere.
    The Basidirond wasn't a challenge either, the Druid (again) had a feat that allowed him to also handle plants. The Basidirond left without issue, though I had some fun pretending I was a plant.
    They interacted with the bindle bags for a bit and generally had a good time. Then, the Wild Hunt came. I didn't really manage to portray their bickering all that much, but one player (the Druid, again) piped up that he wanted to do teambuilding exercises to help become a team again. Excellent, that's exactly what the scenario asked for. So, they do some roleplaying, the Wild Hunt buggers off, and they all leave.
    I'm rushing through the rest, as we're almost out of time. We started late, and though we skipped some combats, there was lots of roleplay and slacking off, so we filled the time nicely. The report with Ashasar was rushed through, and I handed out chronicle sheets. Overall, everyone had a lot of fun, and though some expected Overflow Archives-levels of weirdness (they'd recently played it, so it's fresh in their minds), this was weird on a whole different level.

    The items (I allowed rerolls when doubles came up):
    A food-obsessed character offered a chocolate cake, which suddenly grew red fur (he dislikes purple). I ruled that the fur also tastes like chocolate, so he has an infinite source of chocolate hair.
    A Rogue offered his thieves tools, which started laughing and cooing. The image of a Rogue silently picking a lock while his tools are actively making noise pleased the table.
    An Oracle offered a spatula (weird in-joke), that started turning counterclockwise. He thought it was lame, so I rerolled into the mood-colour shifting one.
    The Gunslinger/Druid threw in his gun at my request (he has a single level of Gunslinger more for fun than for actual practical use, so he rarely uses it anyway), which also started laughing.
    A Cavalier threw in the badge belonging to her order, and it grew eyes. She also threw in a frisbee for her wolf companion, and it started releasing bubbles when thrown.

    In the end, I totally forgot to use the weather-changing effect, but those combats were skipped anyway. I did tell them the weather was actively changing, but I would've completely forgotten it had they gone into a fight.
    Overall, a very fun few hours. I was impressed with the tiny touches of detail, like the Assassin Vine standing up straight to pretend to be a tree, or the frogs actually interacting with each other. I liked that. Thanks for writing this, Scott!

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

    Item mutations from when I played at GM morbon's table last week:

    • A potion vial with a coat of purple fur.
    • A clay mug with a pine scent.
    • A bag of meditation tea that bounces when dropped.
    • A quarterstaff (belonging to a hippie paladin) that repeats everything its owner says in a singsong voice.
    • An inkpen that emits a stream of tiny iridescent bubbles when used. (the one my dhampir skald got heh)

    This was a really fun scenario to play! I'm looking forward to GMing it in a week or so!

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

    2 people marked this as a favorite.

    I was a bit shocked by the assassin vine. In our case, it got surprise and dropped the L1 barbarian from full health to -5.

    This is a really really scary monster for L1 PCs, since it does 1d8+7 damage followed by a likely (CMB +13) grab/constrict for another 1d8+7 damage. That's an average damage of 23, which stands a good chance of killing a level 1 PC in one hit (at +7 to hit). It's maximum damage is 30 which could also kill level 2 PCs at once.

    The entangling effect also makes it a lot harder for other PCs to come to the rescue or try to stabilize unconscious PCs, because no more 5ft steps. Anyone that got grappled is moved adjacent to the vine so coming close enough to cast a heal spell might provoke and would certainly be in range for the next attack.

    Also, the tangleburn bags you just won? Not going to get through it's fire resistance.

    Sovereign Court 2/5 Venture-Lieutenant, Alaska—Anchorage

    1 person marked this as a favorite.
    Mike Bramnik wrote:
    • A clay mug with a pine scent.

    Odd coincidence my group had a mug with pine scent as well!

    In total we had:
  • A waterskin with eyes
  • A crowbar with eyes
  • The above mentioned mug
  • A heavy shield the giigles and coos
  • A sunrod that rotaes counter-clock wise.

  • 1/5 5/55/55/5 *

    After-action report from Tier 1-2 game with six characters ranging from levels 1 to 3.
    Players were leery of the betting mechanic, but eventually three of them agreed to bet against Falbin. One player wanted to bet against both (in character), but I had Jamila and Falbin agree for once and just look aghast at him like he had suggested clubbing baby seals or something.

    Fights were fairly easy with the help of a couple of higher-level characters. The assassin vine was troubling considering the number of first-level characters in the party, but the druid made his Knowledge (nature) check and identified it from afar, so it wasn't a surprise. Wild Hunt had a team-building excercise, and the party skedaddled before they recovered. All in all, a nice scenario. The most complicated thing was understanding Azure.

    The loot (I rerolled doubles and a couple of duds):
    An arrow that giggles and coos.
    A coin that cries if left behind.
    A pine-scented rope.
    A bedroll covered in purple hair (purrs when petted).
    A candle that emits a stream of bubbles when lit.
    A hat made from a frog's head that repeats everything its wearer says in a singsong voice.

    The Exchange 5/5

    Items from the game that I played (that I can remember) -
    A (silver) coin that bounces.
    A loaf of bread (from Gunty's Hearty Breads in Seringallow) that changes color depending on mood.
    A Ham Sandwich (??? not sure what that came from) that also shifted colors. Not sure if it was re-rolled or not.
    A whip that repeats everything (in a sing song voice) everything said when held in hand... Owner is a bard and REALLY liked this one.
    Something that I missed that Coo'ed and giggled...

    humorously, we played this in a party with 3 bards... and the hardest part of the entire scenario was getting thru the well. Even with Inspire Competence performances, Heroism and guidance spells...

    Silver Crusade 4/5

    Played this on Sunday and had fun. Just here dotting the thread, since I'll be reading the adventure to GM in a week.

    Silver Crusade 4/5

    Note for Paizo: The Concordance faction doesn't appear as one of the faction choices on the sign in sheet for this adventure. You'll want to get that fixed ASAP for all future scenarios.

    Second Seekers (Roheas) 4/5 5/55/55/55/5 ***** Regional Venture-Coordinator, Appalachia

    I do have a question regarding the Wild Hunt in a bit of a different vein from the others - what do they know about Azure? I am trying to determine how much of his backstory I am supposed to be able to get across.


    1 person marked this as a favorite.

    Since the Wild Hunt were responsible for capturing Azure in the first place, they know a great deal about the gnome's history. However, the hunters' tendency to bicker makes them unreliable informants. An imaginative GM could invent one or two alternate backstories for Azure, so that different members of the Wild Hunt could offer details from both or all of the versions.

    Alternatively, when asked nicely, Azure can provide their own true account, amid sobs and sniffles (or more joyously, once they have been reunited with their colours).

    I hope that helps!

    Silver Crusade 4/5

    Is it just me or is the assassin vine in low tier just plain mean to throw at a level 1-2 party?

    Maybe I'm misunderstanding how constrict works, but I just checked the Bestiary, and it says that it does that damage on a grapple, on top of anything else (including damage while maintaining the grapple). So does the constrict damage kick in as soon as the person gets grappled? That would be 2d8+14 damage in just the first round of combat if it does, against level 1-2 PCs.

    Silver Crusade 4/5 5/55/55/5

    Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Yeah. It's pretty brutal. Better hope the party can make the perception check..!

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

    Fromper wrote:

    Is it just me or is the assassin vine in low tier just plain mean to throw at a level 1-2 party?

    Maybe I'm misunderstanding how constrict works, but I just checked the Bestiary, and it says that it does that damage on a grapple, on top of anything else (including damage while maintaining the grapple). So does the constrict damage kick in as soon as the person gets grappled? That would be 2d8+14 damage in just the first round of combat if it does, against level 1-2 PCs.

    Yeah it instantly floored and came close to killing the L1 barbarian in our party.

    I think assassin vines belong with wights and shadows in the (shadowy) corner of CR3 creatures that are not appropriate "challenging encounters" for L1 characters.

    I call it evidence of a "monsters by CR budget" design style, where a monster is blithely deemed acceptable if it's CR is nominally within a certain range. Other examples include ghouls with class levels which tend to be much more dangerous than their "+1 CR for this template, +2 for these class levels" construction would indicate.

    Silver Crusade 4/5

    Just GMed it at low tier. Luckily, they spotted the assassin vine, and killed it quickly. I only got one attack with it and rolled low, so I missed.

    Dark Archive 4/5 5/5 ****

    jcg wrote:
    Scott Sharplin wrote:


    Kwinten Koëter wrote:

    That wasn't really what I meant. What I meant to say was: people who bet lose 50 or 250 gold. Are the rewards they get supposed to be permanent (meaning they're considered "bought" and can be reported as such on an inventory tracking sheet), or do people need to re-buy them after the scenario, meaning it's essentially 50/250 gp down the drain (they lose money either way if no one participates, so they sort of get compensated, but still)?

    I'm sorry, I really don't understand what you're asking. Maybe if Linda swings by this thread (or if you post your question with spoiler tags on the product discussion thread), she'll be able to help you.

    My players had the same question.

    If they bet and loose, do they have to mark off the funds.
    If they bet and win, do they get to keep the free items after the scenario.

    Given the items are on the Chronicle at full price, and not participating in the bets at all has a GPloss on the Chronicle IIRC, I ruled it as “fake money” that only had influence during the scenario for the fun of it. No one who lost had to record a loss of GP, no one who won got to keep the items. Not sure that was the intention or not, so I’d also like clarification for future runs.

    Still waiting to see the answer to this. I am also quite confused by the intent of this. I am running this Sunday, and wanna get it right.

    Grand Lodge 4/5

    Jack Brown wrote:
    jcg wrote:
    Scott Sharplin wrote:


    Kwinten Koëter wrote:

    That wasn't really what I meant. What I meant to say was: people who bet lose 50 or 250 gold. Are the rewards they get supposed to be permanent (meaning they're considered "bought" and can be reported as such on an inventory tracking sheet), or do people need to re-buy them after the scenario, meaning it's essentially 50/250 gp down the drain (they lose money either way if no one participates, so they sort of get compensated, but still)?

    I'm sorry, I really don't understand what you're asking. Maybe if Linda swings by this thread (or if you post your question with spoiler tags on the product discussion thread), she'll be able to help you.

    My players had the same question.

    If they bet and loose, do they have to mark off the funds.
    If they bet and win, do they get to keep the free items after the scenario.

    Given the items are on the Chronicle at full price, and not participating in the bets at all has a GPloss on the Chronicle IIRC, I ruled it as “fake money” that only had influence during the scenario for the fun of it. No one who lost had to record a loss of GP, no one who won got to keep the items. Not sure that was the intention or not, so I’d also like clarification for future runs.

    Still waiting to see the answer to this. I am also quite confused by the intent of this. I am running this Sunday, and wanna get it right.

    I'm running this tomorrow and Sunday, and definitely want to know.


    Upon death, how does First World Rejuvenation manifest normally?

    I'm asking because of the frog encounter -- if one of the frogs is killed, considering they are NOT actually in the First World, would what happens be different than 'expected'? In the First World, they simply reappear elsewhere. I'm somehow imagining something like something being destroyed/killed in SAO -- dissolve into multicolored sparkles or something?

    Which might cause a reaction when it DOESN'T happen...

    Dark Archive 4/5 5/5 ****

    As an FYI, I ruled that the money was spent, but they get to keep the item if they won the bet.

    On of the players had actually offered up their tangleburn bag as their offering, so it is now, special.

    Grand Lodge 4/5

    Pathfinder Adventure, Rulebook Subscriber

    Looks like I'll have to wing it on the bets as well. Leaning towards "yeah, you lost that money, but at least you didn't lose gold on the chronicle".

    Grand Lodge 4/5

    Steven Schopmeyer wrote:
    Looks like I'll have to wing it on the bets as well. Leaning towards "yeah, you lost that money, but at least you didn't lose gold on the chronicle".

    I ended up winging it. Thankfully my guys won. They weren't too thrilled that they didn't actually get any money, just "prizes". They really wanted that extra gold. Had to explain to one player that, that was the difference between PFS and home games. He was legit shocked when he found out from the success conditions that the betting was an actual thing. He thought he had instigated it all on his own and broke the scenario in his favor.

    Dark Archive 4/5 5/5 ****

    I was very clear when I ran this that if they win the bet they get the items. Of course the items are worth 3 times the bet, at least.

    If you are clear they should be fine.

    Grand Lodge 4/5

    Jack Brown wrote:

    I was very clear when I ran this that if they win the bet they get the items. Of course the items are worth 3 times the bet, at least.

    If you are clear they should be fine.

    Mine kept betting until it was too rich for the NPC's blood. They went as high as 150 before I had to call it. They wanted to go up to 300.

    3/5 ***

    Any ideas of what I should do if Daisag isn't dead? I know she fights until the death, but I also know that my party will contain a monk who will often do non-lethal damage and then heal them up to consciousness after he disarms them to interrogate them.

    Dark Archive 4/5 *** Venture-Lieutenant, Finland—Turku

    This still needs an answer on if the PC's lose the gold/get to keep the item after the scenario, or if this is effectively just a "get an item at discount but you need to use it during this scenario!"

    Community / Forums / Organized Play / GM Discussion / PFS #9-14: Down the Verdant Path All Messageboards

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