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Year of the Beating Drum: The entirety of the Pathfinder Society receives a terrible curse and has to take a long, dark and dangerous journey into the very heart of the Mwangi Expanse to lift it. As the journey continues, more and more members of the Society are driven insane by the curse and their hellish surroundings. (vanarans?)
Year of the White Feather: The regal Syrinx and their cohort of conjured good outsiders send a huge fleet to Absalom and ingratiate themselves instantly with the city’s Grand Council. Only the Pathfinder Society suspects the regal outsiders are up to something. Before they can act, The Decemvirate go ‘missing’ and the City Council places the Pathfinders under the orders of an immensely powerful Syrinx Inquisitor. From that point, it’s time to take back the Lodge without openly declaring war on the strange outsiders. (rebel syrinx)
Year of Leng: Rifts are opening up. Strange discordances in reality are tearing open across the Inner Sea and only the Pathfinder Society has the means to stop the instability before entire regions are torn asunder. Anyone who falls within a rift is never heard from again. Will the Society develop a plan to venture beyond the dark rifts and reason with the alien presence beyond? (Fetchlings)
Year of the Great Hunt: Rovagug’s grave has erupted. Seven enormous ravenous beasts have scuttled from the bloody pit and are tearing through the great Keleshite Empire. The Empire, wishing to cease the destruction as soon as possible has offered a kingdom’s fortune to the organisation that kills the most of the hated spawn. A hunter’s union between the Golden League, Cheliax’s Order of the Nail and the Aspis Consortium are first on the scene. Can the Pathfinder Society compete, or will all their agents die attempting the Great Hunt? (Ifrits)
I am one of the 4 star GMs and a VO who posted on the GM thread with my feedback on how I was going to amend a particularly difficult encounter. I stand by my comments. Just because Paizo publishes some of the best adventures, doesn't mean they don't make mistakes. I honestly think the Paizo editorial team made a big mistake in one encounter for Risen from the Sands and I say so in my review. I want to give my players the best and fairest experience and make the mod shine. In order to do that, I rely on my experience as a PFS GM and I softball the mistake made in the final document.
If I ran the [REDACTED] encounter as written, I would almost certainly have TPK'ed my party. It would have ended Free RPG Day on Saturday 30 minutes into the game with 5 extremely unhappy players hating the module, hating the event. They would probably wish there was a different organised play system they could commit time to instead rather than sacrifice their beloved PC to a poorly worded trap/monster/railroad of death that makes the [REDACTED] in Accursed Halls look like the turnip farming Kobold from [REDACTED].
I hope that the Paizo staff seriously look at the feedback for Risen From The Sands and commit themselves to more play-testing before product release in the future.
Also, 'consistent play experience' is a myth. Every module experience is going to vary wildly depending on what GM you get. That's an issue that no amount of guidance can remove.
I agree that Scarab Seekers is a bad name. It reminds me more of Animal Crossing rather than PFS. Get here you pesky beetles! Git in mah net!
The problem with Osirion is some words just end up being overused: Scarab. Ankh. Sphinx. Pyramid. Sandstone. Pharoah. Tomb. It adds to the feeling of a stereotype faction rather than a complex and nuanced organisation.
"Tahonikepsu's Dragon-Lords and Ladies, Masters of Time And Space" is a much cooler name.
I've been reviewing the Rolling Pyramid encounter and I'm going to implement the following rules.
Momentum: When the pyramid chooses a direction to roll in, it goes that direction for two turns. It's maneuverability is effectively shot by its weight and also by gravity.
Slam: The Pyramid has no limbs, and it's slam attack is effectively a crash attack. It will only complete a slam on a charge or at the end of a movement of at least 10 feet. It won't take any Attacks of Opportunity whatsoever.
Temporarily Disabled: If the PCs trick the Pyramid into crashing into a door or column, the stone collapses upon it and buries it, disabling it for 1d6 X 10 minutes. When the construct becomes free, it patrols the room awaiting the PC's return.
I think any GM that makes the Pyramid repeatedly trample the party in the causeway may be doing the mod a disservice (unless the party is a bunch of cheese-monkeys in which case go crazy crush them flat for me willya?)
The typical PFS player:
Then goes onto the boards and complains about how the scenarios are too easy.
You set difficulty when you make your character. The problem is so many of our player base are unconsciously clicking 'Can I Play Daddy?' when they make their characters.
Even if they did write a Test of the Starstone module (which has been hinted at), there is absolutely zero chance that the heroes who succeed would become Golarion canon.
Can you imagine? Every few months or so a new book would come out that had to explain that Sephiroth Dark the Aasimar Gunslinger was now the Golarion God of Being A Badass. It'd wreck the setting.
I don't think they have the word count for this sort of thing.
Chelish Scarlet Drops (cherry flavoured!)
Charm Person does not alter the NPC's memories. After one hour per caster level had expired, Lander's attitude would have slipped back to normal and he probably would've screamed at his mother about being lugged kilometres through the forest in a rotten log by a bunch of flat-headed, pock-marked Pathfinder commoners. Don't think the Lebeda family would be too happy with the Society after that.
This is great and all but as an organiser, I don't want my local community facebook wall or organising email chains devolving into Betty telling everyone in the community that Chris is an ungrateful asshat. If there can be a way that Chris knows ahead of time that he needs to keep his asshat tendencies in check and always pay back the cleric/oracle for life saving magic, that'd be a better system.
Bludgeoner does not add an extra 1d6 non-lethal damage.
I should probably add more detail to my responses.
I feel that when *I* play tier 5 and onwards, if I don't have a means to BoL or a means to Fly, I am walking into a mission ill-prepared and I deserve everything that happens next.
Also, having played a cleric up to level 9 and having used BoL to save the life of two Pathfinders, which then devolved into a sort of silently accusatory passive aggressive situation where I had to ask for for reimbursement was not fun. I think most cleric/oracle players would really support this change.
EDIT: It may be difficult to word, but could the consumables be reworded to remove any offensive items that either deals hitpoint damage or bestow a negative condition?
I think it's just a symptom of the Factions doing far more interesting things now than what we're used to.
Had a great time running this today.
-Tough job creating stat blocks for these monsters.
Played this on the weekend. Ran with a fairly optimised party of six on high tier. We suffered from too much debuffing and not enough damage. Only just got past the brain spiders when time ran out. Reading the mod afterwards, I am confident we could have finished it in it's entirety if there was no hard time limit. The five foot passage with DR'ed up clockwork soldiers was particularly drawn out, even with access to adamantine damage.
Is it just me, or does it seem like an unrealistic expectation for a party to get through all of Level 2 within the time limit? Do people just go numbers savant? Are all the fights reduced to Save vs Death with improbably high DCs? Bonekeep level 1 seemed to be a reasonable ask, but number 2 seems like too many 'slog' fights to eat up time rather than any particular dangers (though the necklace was a nice touch).
There's a message above that says a group of 4 got through all of it within 2 hours 17 minutes. Really?
I would also like an answer regarding where the Bonekeep Malady 2 applies. I assume from the ruling from Part 1 that the Bonekeep maladies only apply to the dungeon, but the chronicle sheet doesn't state this. What's the situation?
From a game design point of view, if Malady 2 applies outside of Bonekeep, it is a great way to painfully punish all non-optimisers who never wanted to touch Bonekeep. You've just corralled all the optimised damage dealer Pathfinder characters into getting a negative boon that will make them go confused and attack their fellow PCs in regular PFS play. For this reason, it is vital that the malady only applies to Bonekeep play.
QUESTION! My good-hearted Ifrit blacksmith put on a certain ring, and now finds himself under a certain magical compulsion...
Stupid Zen Archers. ;-)
Zen Archers can full attack and bring down fun from any range.
We all know the classic Butthurt One Star Reviews make up 25 per cent of all PFS reviews now. So many entitled whiplash reactions.
I played this today and had a great time. The cursed items brought a *lot* of hilarity and the bodies of the Scarab Seekers had a lot of mystery to them. Adding the carving on Nethys, the burnt man, was a nice touch as well.
Archdruid: Hey guys, thanks for coming.
I'd just like to say this scenario critically curb-stomped me today.
7-8 party, lots of death-spiral healing, aimless PVP area effects on fellow Pathfinders, useless melee damage potential and barely any actual efforts to hurt the harpy enemies. It was probably over before it even began. Two deaths, would have been a full TPK if it weren't for Dimension Door.
But if I had prepared Wind Wall, it could have been so *so* SO different.
The Morphling wrote:
This is where we hit the problem. The class ability refers to two templates, rather than the default base creature, or whether this base creature can be changed.
I do appreciate the effort you took to help me out though :)
Mike, that was a great example with Shades of Ice part 2, but what about scenarios where the local town guard stats aren't listed?
4. Channel Force is a surprisingly fun and effective way to make Negative Energy Channeling viable. Check it out!
Another shiny present for Aasimar. Fuhgeddabowdit.
5. It is almost impossible to make a bad eidolon (I've tried).
Yep. Your Summoner options basically are:a. Win the game.
b. Win the game and irritate your GM.
c. Win the game, irritate your GM AND your friends.
Low on skill points but own Seeker of Secrets and 1,000 spare gold? You can buy 5 Cracked Ioun Stones of various colours and shapes, stick them in a little velvet pouch and select one skill of each ability modifier to receive +1 competence bonus each.