
Chivethan |
Hi,
I have few questions with my groups and the adventure we are doing, Troubles in Otari.
Fist of all, the simplest, for the XP rewards of the two traps in the first chapter. How do I differentiate from a simple hazards to a complex one? It make a big difference in giving 6 XP our 30 XP for overcoming the porch trap. Same goes with the web lurker noose. Do I give 8XP or 40XP for overcoming this one?
Secondly, I have a hard time managing time, like, in a day, my group almost cleared the camp. How do you manage the time passing? That also make it more complex for me to put the midnight snack encounter.
And finally, all character have to remove their armor for sleep right? So during a suprise attack, their is no way they have their armor? Except if they have this one cap that make them able to sleep with armor without malus. Am I right?
Thanks for you input and advice, I am still getting use to some aspect of GMing. Really appreciated.

NorrKnekten |
Simple and Complex is typically within the hazards statblock. Otherwise you would be safe to assume that any hazard that is only does a single thing when activated is a simple one. While anything that follows a Routine is a complex one (typically complex ones are their own encounters with their own initiative and actions)
The Noose and Porch are both Simple Hazards.
As for time passing theres a few things you can consider. Anytime they are moving from point A to point B. you can decide how long that times using the Travel Speed Chart. Likewise exploration activities like Refocus and Treat wounds in 10 minute blocks while others that are done on the move use the Travel Speed Chart but typically cuts your speed in half. You can have random encounters every so often but thats not something that is needed for most Paizo Adventures and Adventure Paths.
Finally, yes any character without armor that lacks the Comfortable trait like Explorers Clothing or Quilted Armor will need to sleep without armor on. It is worth noting that all Heavy Armors are worn with an undercoat of Padded Armor which inherits lets a heavy armor character keep their armor invested and benefit from the runes during an ambush. Most likely they also have a character on watch which will have their armor on depending on when the suprise encounter happens. More details as to how the characters wake up when attaked is found in Watches and Suprise attacks.

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You can sleep with you armor on. It's just that "Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it."
And
"Fatigued
Source Player Core pg. 444 2.0
You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling, such as those on pages 438–439.
You recover from fatigue after a full night's rest."

Errenor |
"Fatigued
Source Player Core pg. 444 2.0
You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling, such as those on pages 438–439.You recover from fatigue after a full night's rest."
I probably should add that "performed while traveling" is important. There's a lot of exploration activities (which are those with the trait 'exploration'), but fatigue does not forbid all of them, only ones on the move, like scouting, searching, avoiding notice (stealth) or running quickly (Hustle). There's no closed list probably because some classes and feats have additional exploration activities that would fit.
But things done in place are still allowed, like repairing things or treating wounds.And normal travelling without any additional mechanical events is still allowed too.