PFS2 7-09: The Chitterwood Walks, Part 1: Scrambling the Tribes


GM Discussion

2/5 ****

Pathfinder Starfinder Society Subscriber

I am prepping this scenario for the weekend and came across two things that feel a bit off:

- There is no explanation / guidance on when to use the easier or harder versions of the encounters. Starfinder has explained that somewhere (Baseline: 6x lower level, Easier: 4x lower level, harder: 6x higher level), but since Pathfinder has used a different format until now, I don't think I have seen similar guidance anywhere.

- Part A is not scaled at all. Groups with only 4 characters thus have one third less rolls than groups of 6. And it would even be easy: 4 players get 6 rounds, 5 players 5 rounds, 6 players 4 rounds.
Since that part is important for the secondary success conditions, I would suggest using more rounds for smaller groups to keep it fair!

PS: This adventure does NOT have enough content for a full scenario! Even for a shorter runtime, there just is not enough here!

2/5 ****

Pathfinder Starfinder Society Subscriber

I just realised something else: The Undead Hellknights do "plus 1d8 unholy" damage. I suppose that should be spirit and the attack has the unholy trait? Or should it be void?

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

Saying to use "easier for 4 lower-level PCs and harder for 6 higher-level PCs" is merely stating the obvious since those are the 2 possible extremes. Anything in between is GM discretion; practically speaking, some people assign a range of CP values to easier vs. normal vs. harder, some go with what you believe the party's relative strength would likely be vs. the encounter, taking into account player experience, etc., and others simply ask the players what they would like.

Notice the OP blog from today has the statement "Combat adjustments are also more fluid, with an easier and harder adjustment provided to GMs to use as they see fit."

As for the "unholy damage": my guess is that the intention with that was to have an always-on Channel Smite effect, i.e. it would be void damage with the unholy trait.

2/5 ****

Pathfinder Starfinder Society Subscriber

The Foundry VTT module was updated to include the adventure now. It completely drops the additional damage from that creature. Not sure if that is a mistake or intentional yet.

4/5 ****

The.Vortex wrote:
The Foundry VTT module was updated to include the adventure now. It completely drops the additional damage from that creature. Not sure if that is a mistake or intentional yet.

Since it's not published in the Foundry errata forum it must be a mistake.

Said forum.

Radiant Oath 2/5

The Call on Goblin Aid action (pages 8) has a frequency of once per day. Is that per PC, or just once for the whole party?

5/55/55/55/5 ***** Venture-Captain, Washington—Seattle

Thibdab wrote:
The Call on Goblin Aid action (pages 8) has a frequency of once per day. Is that per PC, or just once for the whole party?

Favor from a tribe is earned (or not earned) by the party, not by a PC - it is a single checkbox for each tribe. Using the Call on Goblin Aid action expends the favor that the party has earned from the called-upon tribe.

So, assuming the party has gained the favor of N tribes, up to N PCs can use the Call on Goblin Aid action during their turn, each PC calling on a different tribe that the party has gained favor from, and expending that favor.

The "once per day" frequency for the Call on Goblin Aid action effectively means each PC that uses the action can only use it once to call upon one tribe and is otherwise irrelevant (since it can only be used in Part B and Part B does not exceed a day).

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