Plunder & Peril Question -- Running soon and need to know "official" PFS decisions


GM Discussion

Grand Lodge 4/5

So these are the problems related to the 64 page module:

- The Racers in Rum Punch are described as human pickpockets with 14 HP, but the actual stats in the NPC Codex makes them Thugs (figher 1/rogue 1) with 16 HP. Otherwise they'd be CR 1/2 with 5 hp.

- Mother Grund, who was originally supposed to be a sea hag witch 1, now being an "advanced hag" for CR 5, but is actually a CR 6. A regular green hag is CR 5 so that's fine, but now we have no tactics. Mainly because there's no horrific appearance, ray of enfeeblement, or evil eye. Or is it a misprint and she's supposed to now be an advanced sea hag? But then the "reduced to 45 hp" wouldn't make sense either. I can see the witch part more due to not having the king crab familiar she's described as having.

- In the fight with Mother Grund, the text calls out for two Onwu Azu's accompanying her, while the statblock says there are four of them. Which is it?

- Hyrix being referred to as a Jinx Eater??? Is he supposed to have the jinx eater trait? Was he originally the jinx eater tengu rogue 3 and then turned into a magus? Is he supposed to be wearing a jinx eater's shirt from the Inner Sea Races book and be a higher CR due to having PC wealth? Was he originally a jinx witch and changed to a magus?

- Chapter 2, Event 3-H has you fighting two great white sharks, but I've seen Owen's ruling to only have one shark in the fight so there's no TPK.

What's the ruling for PFS? If this was being ran as a home game then I could revise things back to a sea hag witch 1 with a ray of enfeeblement, as per the tactics, but that's not allowed for PFS. What does one do in this situation?

I'm not a fan of Mike Brock's original take on the module as "Please don’t alter the scenario as run. If you feel it will lead to a TPK, and you are not comfortable with this, I suggest choosing a different adventure to run."
That's not really an answer or a compromise. That's avoidance. And I don't know that the devs ever fixed it. But mine's an old copy. Not that there's dowloadable errata to go with my print copy.

In 2015 there was no official errata for modules, but now we have Campaign Clarifications. You'd think that would count.

Anything that can be done? Or should I tell my PFS players that the module they requested can't be ran outside of home games?

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Derek Blakely wrote:
So these are the problems related to the 64 page module

Doesn't the module have Campaign mode? If so, just run it in Campaign mode so you can change whatever you feel comfortable with.

Grand Lodge 4/5

Auke Teeninga wrote:
Derek Blakely wrote:
So these are the problems related to the 64 page module
Doesn't the module have Campaign mode? If so, just run it in Campaign mode so you can change whatever you feel comfortable with.

My players don't want to rebuild their characters for campaign mode. We just do PFS on specific days.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Derek Blakely wrote:
Auke Teeninga wrote:
Derek Blakely wrote:
So these are the problems related to the 64 page module
Doesn't the module have Campaign mode? If so, just run it in Campaign mode so you can change whatever you feel comfortable with.
My players don't want to rebuild their characters for campaign mode. We just do PFS on specific days.

Within Campaign mode you can state the rules. If you rule that it's their current PFS characters, that's your perogative.

So you can run PFS rules and adjust the module. Best of both worlds.

Grand Lodge 4/5

Do you still get day jobs for campaign mode though?

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Derek Blakely wrote:
Do you still get day jobs for campaign mode though?

You'll have to look that up. And if not, the freedom you get as a GM in Campaign Mode can compensate them in other ways. For instance, do their dayjobs at the start and give them twice, three or four times the gold value in consumables they can only use during the module.

Grand Lodge 4/5

Auke Teeninga wrote:
Derek Blakely wrote:
Do you still get day jobs for campaign mode though?
You'll have to look that up. And if not, the freedom you get as a GM in Campaign Mode can compensate them in other ways. For instance, do their dayjobs at the start and give them twice, three or four times the gold value in consumables they can only use during the module.

I tried to look it up, but no one's giving a straight answer.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Derek Blakely wrote:
Auke Teeninga wrote:
Derek Blakely wrote:
Do you still get day jobs for campaign mode though?
You'll have to look that up. And if not, the freedom you get as a GM in Campaign Mode can compensate them in other ways. For instance, do their dayjobs at the start and give them twice, three or four times the gold value in consumables they can only use during the module.
I tried to look it up, but no one's giving a straight answer.

It's really peanuts anyway, unless you got a character that has truly optimized his dayjob, but he/she/they really wouldn't want to play modules as those are really bad for dayjobs.

5/5 5/55/5

This module has been run in PFS mode in my area at least 3 times. I ran it one of those times. I would use the stat blocks exactly as they say even if they are in error.

As far as an author of a module making a change on the forums, somewhere there is a ruling by Mike Brock stating that as long as the author of the module is making the change it is PFS legal. Most people are going to run it without seeing what the author says on the forum. So, in reality it is PFS legal either way. I ran it without knowing what the author said and the party got through that encounter without anyone dying.

As far as uncertainty in numbers I would make it easier on the player side. This is not the only module with a number discrepancy. The players will not dispute this if you don't.

Tactics only apply until the party does something where they no longer apply. Ignore tactics that don't apply.

I don't understand why you are referring to the NPC Codex if the module does not direct you too. This module came out before the NPC Codex. I just looked at it and it refers the GMGuide. Use the stats there. If there is a Hit point discrepancy use the one that favors the players. In this encounter it hardly matters they get stomped by the party either way.

That's how I ran it.

Grand Lodge 4/5 **** Developer

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For Pathfinder Society, you can make the following adjustments to resolve the discrepancies.

Changes:

The Racers in Rum Punch: Use the pickpockets from page 264 of GameMastery Guide, as listed. These NPCs have only 5 hit points, so change their morale to "A racer who takes damage yields."
Mother Grund: Make her an advanced sea hag, matching the CR, page citation, and general combat tactics. She enters melee only if reduced to 30 hit points or fewer. Since she does not have ray of enfeeblement, she instead uses a ruse to get the PCs within 30 feet so that they are within the range of her evil eye. The king crab is a pet, rather than a familiar. Instead of having a Knowledge skill, she has Handle Animal +6. Instead of having potions of the listed spells (alter self and fly), she can cast each spell as a spell-like ability 1/day.
Onwu Azus: There are four of them in the encounter with mother Grund.

Grand Lodge 4/5

Linda Zayas-Palmer wrote:

For Pathfinder Society, you can make the following adjustments to resolve the discrepancies.

** spoiler omitted **

Are we allowed to keep Owen's changes regarding the sharks, and what about the Jinx Eater?

Grand Lodge 4/5 **** Developer

2 people marked this as a favorite.

Yes, you can keep Owen's changes regarding the sharks. And just use Hyrix's stats as written. In this case, "jinx eater" refers to his role on the ship , rather than to his character class or archetype.

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