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I'm doing my first readthru of this scenario before running it on 5/28, and I noticed that there isn't a secondary success condition listed. Does this mean that the scenario only grants 2 Reputation? Do I have an older copy that got updated and I need to redownload? Does it not have a secondary success condition but it grants 4 rep anyway?
Just want to make sure I am giving the proper rewards for the scenario
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I am currentyl preparing to run this adventure and the whole infiltration section leaves me baffled. How is this supposed to work?
Normally, infiltration requires they group to overcome all (or a certain number) of obstacles. This adventure instead requires a certain number of infiltration points. Which would be fine, if there weren't quite a few inidividual obstacles - how do they work in this case? Do you add up the sum of the infiltration points of the individual rolls? Do you take the best result?
Unfortunately the max you can reach with group challenges is 9, and the target is 10, so the group HAS to do one of the individual ones - which are all limited to just 2 specific skills.
Also, how is the preparation section supposed to work? The adventure states "Due to the unexpected presence of Hellknights, the Pathfinders (as a group) only have time to attempt one of the following Preparation Activities listed below[...]"
Do I read this correctly that only a single roll (maybe with aid) is to be used? Or can every character roll once? Or is it one activity that can be chosen, and then every character can attempt that activity?
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As usual, this is a "GM use your best judgment" scenario, where you need to divine the adventure's intent and reconcile it with practical reality, while keeping in mind the stakes aren't really that high for the infiltration anyway so maybe you should just pick whatever interpretation lets you run the scenario most smoothly and doesn't unduly aggravate the players.
Assuming you agree that the individual obstacles were actually intended to be done individually, sum up the points from the individual obstacles. Ignore the GM Core requirement that each PC needs to gain the specified number of points for the obstacle since overcoming the obstacle is actually of no importance here - the adventure only cares about the total points over all obstacles, and not whether any obstacle is fully overcome or not (as stated plainly in the sidebar on page 6). GM Core also states that everyone must attempt an individual obstacle, so if you believe this rule was taken into account by the adventure, also sum up the Awareness Points for every PC who did not succeed.
Success in Preparation Activities gives Edge Points which accrue to the group as a whole. I don't see any problem letting everyone roll for the party's one chosen activity. If you think this might result in "too many" Edge Points, just consider whether it matters at all in the big picture if the party earns "too many".
Since failures in both the Preparation Activities and the infiltration obstacle result in Awareness Points, logically only those who think they can do well should attempt a thing (with the exception of individual obstacles, where everyone must roll, and assuming you believe the intent of the adventure with respect to these individual obstacles was to follow that rule).
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The treasure bundles seems to be off.
44 for 3rd level when guide says 38? And 4th levels show 60gp when guide shows 64?
Why?
As pointed out by an earlier post, this is an error. Likely a copy-paste error from a level 9-10 adventure. (The values are supposed to be for each treasure bundle, not for 10 bundles. Your mind just assumed that was the intended total for 10 because the numbers are sort of close.)
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How have everyone else squared the “need 10 infiltration points” to move on, versus getting one treasure bundle per obstacle.
With 8 obstacles, the players would have to pass all 8 to get full treasure bundles. (For a total of 15 IP) So I can see a situation where a party thinks they finished the infiltration with 10 IP but don’t get all 10 treasure bundles.
1) since the party are strongly encouraged to discourage the Chelaxians as much as possible, do you treat the extract obstacles as necessary for full rewards?
2) is the intent that parties get full gold once they achieve 10 IP?
I think I’m going to do whatever feels like it will keep the fun going and not make the players feel bogged down and a slave to the mechanics.
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I have spent more time scratching my head about the best way to run the infiltration than I have had to spend on the rest of this rather nice Strix themed adventure.
Following on from our learned colleague Losig I can only assume that each roll vs an obstacle earns IPs or APs which then go towards the totals needed - in particular the 10 IP
Overcoming the obstacles though is what counts towards the Treasure Bundles.
So you have a tally of IPs, which are earned from both Group and Individual efforts.
So a party of 4 PCs all succeeding at a group obstacle with a target number of 3 adds 4 to the IP tally. It also overcomes the obstacle and adds 1 TB.
The same party of 4 attempts an individual obstacle with a 1 IP target number and 2 PCs pass & 2 fail then the IP total goes up 2 and the AP also goes up by 2 but no TB yet earned. If the 2 who failed want to try again until they complete they can but at the risk of further APs.
Having individual obstacles with a 2 IP target number is a big ask as a party of 6 will need 12 IPs to get their TB. Which I am not really delighted with.
So I guess I’ll be couching it in terms that the PCs can sew enough chaos to slip through but they were asked by Tsipisti to discourage the HKs presence as best they can but not to turn the mountainside into a charnel house. Thus they can continue sewing extra chaos even after causing the bare minimum until they either blow their cover or decide enough is enough.
Perhaps mention that here at least, there is cash in chaos and the more they sew the greater the opportunity for liberating valuables or engendering gratitude from the Strix.
In short. The party can do a quick and dirty infiltration by getting the 10 IP but lose out potentially 80% of the money. Or they can go full psy-ops on the Chelaxians for fun and profit.