PFS 2E 6-11 The Godsrain and the Dragon


GM Discussion

Scarab Sages 4/5 ****

Pathfinder Adventure Path Subscriber

Ran this recently at GADCon. Had a great time, but, yet again, had an influence encounter with a completely different experience than before. IIRC, 6-03 had one that created one set of expectations different from before. Not all bad, but it left a bad taste in my mouth.

This one was...incredibly easy. They had it beaten before the second round, and they had achieved the extra round. I read the rest of the rounds to the players anyway so that they could experience it.

The mechanics were really interesting, and I felt they were clear although the text indicated to use the rules from the GM Core and weren't reiterated as they had been in previous scenarios.

It seems like the influence encounters are either crazy difficult or very easy. It'd be nice to get it in the middle somehow.

5/5 *****

I played this last night. It took about two and a half hours and had zero combat. I found it interesting if rather underwhelming.

4/5 5/55/55/55/5 **** Venture-Agent, Minnesota—Minneapolis

No combat?

I don’t see a good way to prevent the combat for A2. MUSTARD MARKET MADNESS.

Then again, I don’t see how anyone would know about the bracelet so they could event attempt anything with it.

2/5 ****

BretI wrote:

No combat?

I don’t see a good way to prevent the combat for A2. MUSTARD MARKET MADNESS.

Then again, I don’t see how anyone would know about the bracelet so they could event attempt anything with it.

It cannot be prevented completely, but it can be over REALLY fast if the bracelet is disabled right away

5/5 *****

The.Vortex wrote:
BretI wrote:

No combat?

I don’t see a good way to prevent the combat for A2. MUSTARD MARKET MADNESS.

Then again, I don’t see how anyone would know about the bracelet so they could event attempt anything with it.

It cannot be prevented completely, but it can be over REALLY fast if the bracelet is disabled right away

We disabled the bracelets, initiative had not been rolled.

4/5 5/55/55/55/5 **** Venture-Agent, Minnesota—Minneapolis

As it happens, in my run there wasn’t any combat.

One of the players took an interest in the Appraiser having critically succeeded in their check to identify it. I had them give me a sense motive as they talked to the creature. This was during the round where they could question Minister Jo — the player decided to talk to the Appraiser instead. They rolled well so I had them notice how the creature was looking at Minister Jo’s bracelet.

While one of the players used deception to distract Minister Jo, another used Thievery on the bracelet. Then the fighter used Athletics to finish the process of removing the bracelet.

One little piggy left the market.

3/5 5/5 *

Are we supposed to make them track their invested items at the spa? If they take too many items off, they may not be able to re-invest them all.

I feel this is much more triggering than whether my PC immodestly exposes bare flesh.

4/5 5/55/55/55/5 **** Venture-Agent, Minnesota—Minneapolis

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I would say they just can’t use the invested item while in the Spa. Otherwise it would be too punishing to many characters.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

BretI wrote:

As it happens, in my run there wasn’t any combat.

One of the players took an interest in the Appraiser having critically succeeded in their check to identify it. I had them give me a sense motive as they talked to the creature. This was during the round where they could question Minister Jo — the player decided to talk to the Appraiser instead. They rolled well so I had them notice how the creature was looking at Minister Jo’s bracelet.

While one of the players used deception to distract Minister Jo, another used Thievery on the bracelet. Then the fighter used Athletics to finish the process of removing the bracelet.

One little piggy left the market.

I think the bracelet is on the Appraiser, not Jo. Think genie cuffs. But there's also nothing written on how the party notices they're the problem, nor if they can be removed before a fight.

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