PFS2 #1-11 Flames of Rebellion


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

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GM Bret wrote:
Alright, what happened to the group of Pathfinders from about a century ago?

They were playing up, because last century we didn't have the revised challenge point scaling yet. And the devil happened to them.

Vigilant Seal *

Hi everybody,

I'm having a bit of a problem with the overall timeline of events for Kerinha Napsunar's accomplishments.

In this scenario, handout 4 is said to have been written in 4091. Is this a typo ? This is more than 200 years before the Pathfinder Society's creation and 250 years before Kerinha's death (4352 according to scenario 1-00).

According to information provided in 1-08 and 1-11, when do you think Sauerton's lodge was created ? The Society purchased Diggen's Rest around 4615-4617 (the text and the deed say 2 different things). The adventure background says that the Sauerton lodge fell into disuse a century after its creation, so that would put its creation around 4515 AR ? almost 200 years after Kerinha's death...

What am I missing ?

**

Thod wrote:


The Flaming Skull Guards (tier 1-2) are not trained in intimidation. This looks like an oversight. You would expect at least a score of 2-4 in this skill.

Did we ever get an answer to this? I also find it odd that Demoralize is written in; however there is no Intimidation Stat. I also know that Demoralize is a concentrate, and these are mindless, but it is also an NPC. Was it just transfered over from high tier?

Grand Lodge 4/5 **** Organized Play Lead Developer

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Thod wrote:
Thod wrote:

The scaling tier 3-4 19-22 points is off.

Tier 3-4 starts with

3 Kobold Warriors (-1), 1 Kobold Scout (1) and 1 Spell Weaver (4)

19-22
2 Kobold Warriors (-1), 3 Kobold Scout (1) and 2 Spell Weaver (4)

23-27
0 Kobold Warriors (-1), 5 Kobold Scout (1) and 1 Spell Weaver (4)

19-22 is actually harder as 2 Kobold Warrior and 1 Spellweaver are exchanged for 2 Scouts. To me it seems 19-22 has one Spell Weaver too many.

I noticed this after I played it with a lower CP group and suddenly had a much stronger opponent as against the stronger group.

I'm just reading about a Death in the 19-22 points tier 3-4 and wanted to bring this one back to the attention as I think the death might have been caused by a typo.

Using table 10-8 CRB and level 3 as base I get:
110 xp for unscaled (3x10,20,60)
200 xp for 19-22 (2x10, 3x20, 2x60)
160 xp for 23-27 (20x5,60)
200 xp for 28-32 (4x20, 2x60)
220 xp for 33+ (5x20,2x60)
Take away 1 spell weaver and you get 110, 140, 160, 200, 220 and it looks fine

As GM I'm supposed to run as written. And 1 or 2 spell weavers make a difference for a lowish powered group in tier 3-4. So it would help is this is addressed.

Yes, this is a typo. 19–22 should indeed have only one spell weaver.

1/5 5/55/5 *** Venture-Agent, Online—VTT

Nicole Heits wrote:
Thod wrote:


The Flaming Skull Guards (tier 1-2) are not trained in intimidation. This looks like an oversight. You would expect at least a score of 2-4 in this skill.

Did we ever get an answer to this? I also find it odd that Demoralize is written in; however there is no Intimidation Stat. I also know that Demoralize is a concentrate, and these are mindless, but it is also an NPC. Was it just transfered over from high tier?

As a note on this, the Mindless trait doesn't have any interaction with the Concentrate trait, that I can see.

**

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NicoleH wrote:
Thod wrote:


The Flaming Skull Guards (tier 1-2) are not trained in intimidation. This looks like an oversight. You would expect at least a score of 2-4 in this skill.

Did we ever get an answer to this? I also find it odd that Demoralize is written in; however there is no Intimidation Stat. I also know that Demoralize is a concentrate, and these are mindless, but it is also an NPC. Was it just transfered over from high tier?

Answer found in GMG smh....run with the ability mod if there is no stat

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

Okay, I just ran this, and I think my players discovered a pretty obvious loophole. But maybe I just had a brainfart and screwed things up slightly.
The devil is bound to this tower until Cheliax reclaims this country. Which is presumably indicated by whoever holds the deed. Until that happens, neither Diggen nor the devil can leave the tower.
One of my players described himself as a Chelish noblewoman (not sure if the noble title holds up in PFS, but he does actually have the Noble background). He simply said "I, a person of nobility from Cheliax and holder of the deed to this tower, absolve you of your duty and would kindly ask of you to go to Hell."

The way I read it, yeah, Nashaxian is bound to obey Diggen, but that completely depends on who owns the keep. If the keep is in Chelish hands, the contract is fulfilled. So they sent him home and finished the scenario without fighting him. I did give them the boon, as they did find the deed, but I didn't give them the reaction, as Nashaxian isn't in the throne. They just own a keep now.

2/5 5/5 **

Pathfinder Adventure Path, Lost Omens Subscriber

I don't think there's anything wrong with how you ran it. It was fun for the player, I'm sure.

However, a Chelish noble owning land in Andoran is not the same as the region returning to Chelish sovereignty.

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

Considering how the devil is tied into the scenario's victory conditions, it's actually okay to dodge fighting him (but not getting the boon).


I recently played this, with a curious result. I'm here looking for an explanation. The group achieved both objectives and all treasure bundles, defeated the bearded devil, did the ritual, and returned the documents and such to the venture captain. But we still didn't get the first boon because "You did bond the demon, but you didn't take over ownership of the keep." Is there something else that need be done to properly take ownership?

Dark Archive 4/5 ***

Outl wrote:
I recently played this, with a curious result. I'm here looking for an explanation. The group achieved both objectives and all treasure bundles, defeated the bearded devil, did the ritual, and returned the documents and such to the venture captain. But we still didn't get the first boon because "You did bond the demon, but you didn't take over ownership of the keep." Is there something else that need be done to properly take ownership?

You should probably contact your GM, and direct them to this thread - if you check my posts on the previous page and Sayre's reply, you'll notice that the requirement for the boon is, specifically, sealing the devil into the throne, and that unlocks the boon for you. If they disagree (if there's a detail we're missing here), they could ask about it here to clarify the issue.

You could also contact your local venture officer to clear up the issue if contacting the GM isn't a feasible option.

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