5-16 Destiny of the Sands, Part 3: Sanctum of the Sages - GM Discussion


GM Discussion

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3/5

Yeah, but they should figure out pretty quick not to screw with a Time Dragon, especially if they notice she's not going for lethal tactics.

5/5 5/55/55/5

Have her take the -20 to the CMB to grapple and then pin the pc casually with one claw while continuing her debate without pausing. If that doesn't get the hint across and they still drop her hit points, page charles darwin and be done with it.

Dark Archive 4/5

I'm thinking the aura alone will get the point across. That way she doesn't even have to flick them. Also it would feel more to the point that she is not interested in fighting at all. Its supposed to be a meeting of the minds.

The Exchange 4/5 5/5

So, played this today. And yep, it ran long. Haven't run it yet, but I do have a couple of tips for GMs based on observation and discussion.

1) Let the players know that there is a lot to get through. We didn't have time for more than a rapid read-out of the end discussion, *pop* here's a Time Dragon, make a decision. Not faulting our GM, the next slot was about to start.

2) Your players are going to do things that seem like they are completely breaking the rules. Especially if they built using MA. Asking about every thing can really slow the game down. You may even want to ask the players to hold the questions between themselves until after the game.

notes and laughs from our game:
The wild arcana archmage ability really made things a bit crazy. Especially with one player having taken nothing but extra mythic power uses for path abilities. Need to move fast? Wild arcana a mount or 6. Need to get the mounts through a narrow narrow hole? Wild arcana a grease on the hole. The awesomest bit though may have been when night fell and we saw a campfire an estimated two hours away. Mythic floating disk was cast, then the caster and a melee rode their mounts onward while the rest of the party dangled their legs off the side of the disk for an hour and used a mythic power to regain all the spell slots that had been cast to that point.

We handled the first fight in the pillared room easily but the spread-out nature of arrivals meant it took a long time. Our GM agreed that the pick one character was carrying was perfect for busting up the floor. We negotiated with extreme prejudice on the behir. Knocked it unconscious, tied it up, then explained how we didn't want to hurt it (more).

The chase was actually a pushover. The DCs weren't too bad and haste gave everyone a +6 on all the checks. Some three-card moves happened and we caught up in three rounds. That's when the GM was forced to force things along because of time. It's a shame because there was some seriously good role-playing that could have been done.

We defeated the guardians while one character had just started to align the lanterns. Supported Amenopheus and I mourned the passing of mythic magic missile.

Grand Lodge 3/5

I noticed a few folks said this scenario ran long. Is this the norm? If so, I may have to postpone running it Wednesday night for a weekend game. I've got two fairly new players with no mythic experience, and two experienced players, one quite hyperactive. We usually have a hard limit of 3-1/2 hours to play.

Grand Lodge 4/5

When I ran it it went right up to the end of the four hour block we have at the store we play at, and I was running for an optimized group who ended combats on the first or second round.

Grand Lodge 3/5

I think that I'll postpone it for when I have extra time.

5/5

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I ran this Saturday - reviewed mythic stuff from 4:00 - 4:45pm. The scenario ran very smooth, rolling right along, and we got to the end of the chase/fight by 9:45pm. Negotiations took about 45 minutes (they were surprisingly fun for me, though I had very limited ability to work both characters into it). The next 30 minutes got them in, and intro'd to the puzzle and fight, and then we had to leave the building, and continue outside.

They succeeded on the checks necessary to make the puzzle handle-able (ID'ing the crystals to get the rainbow), so I called that fight, and essentially did the "rapid read-out, *pop* here's a Time Dragon, make a decision", + sign chronicles for them in 15 minutes outside in the cold.

So, 7 hours, and still had to skip the last puzzle/fight and just about all RP from the end.

All that said, we/they had fun. Kudos to Pedro and the development team. This largely continues the trend of the season - very well-written, but exceedingly long scenarios.

Edit: I also hope to never see mythic return to PFS. This gave the players a unique experience, but frankly was not required for the story, merely for the Tier.

Editx2: On the Mythic - the one person who used the book (4 sheets, 1 template) was phenomenally more capable than the rest, but everyone used their powers thoroughly.

Editx3: I do have to brag about my group - they managed to pull together a 62 Diplomacy check to convince Kafar and Nefti to join the Pathfinder Society (with a natural 20), neatly doubling the DC for Kafar.

5/5

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

It just occurred to me - this scenario could have been released as the Exclusive scenario for Season 5.

2/5 *

My team was good. They trashed the behir... The surge were really help. They all take the rituel. There no indication it is dangerous aside from the language and it was Ezren who have used his scroll to read it so I forgot to tell it was written an aklos. The do not like the boon from it
Start with them paying amenopheus to cast endure element. (Gosh He is a wizard but the rules said a cast need to be paid)

When the traces separeted they tries to convinced amenopheus to not separated (I was also thinking it was right, but scenario :() (I would have accepted if someone would have the had the display of charisma) I wish that being mythic would bypass the line of the scenario

Need a fourth player Played a little Ezren like the image from the mythic adventure. Buff. With the chase, some compared it like superman.

At start, they convinced from the start Kafar and Nftit to not attack. Lucky dice. And then to join the pathfinder society.

They have create the signs from each god for the golem and then I pass the pussle because. With the danger pass. The puzzle was easy.

The final scene was special. They neither support the dragon or amenopheus. They proposed that members choose their leader and he rest from a number of year with the a new election after that. (They have not vote who will be the leader thus)

We had a player who had only the subtype. He was convinced that his surge was different than the one who will have this because of the wording (he was thinking that his surge have to be before the result.)

Liberty's Edge 4/5 5/55/5 **

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I've been reviewing the chase scene rules in prep for this scenario, and I wanted to confirm that it works the way I think it works, or get corrected if they work differently.

Rules I'm looking at:

When a character exits from a card, he must choose one of that card's two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round.

and

A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving.

I'm interpreting this that, since all of the chase spaces involve a challenge to exit, the player can't take the full round action, as they won't have the have standard action available to exit the cards as they move through them. Essentially, I read this as that you can only use the full-round action if the next two cards don't require a challenge to exit. It's only the next two, since you would just be moving "through" the third card, and not attempting to exit it.

Is this a correct interpretation? If not, do players need to still complete exit challenges with the full-round action?

5/5 5/55/55/5

How to use the full round action option

Round 1: move across the square, take some other standard action (like casting a spell to enhance your movement speed) or twiddle your thumbs.

Round 2: Take the full round action.

If the party has a surprise round, everyone using it to move accross the square puts them in a position to jump 3 squares in one shot.

For the mythic stuff
----------
As I'm reading it, one person can blow a mythic point to clear an obstacle, the rest of the party can declare "do both checks" auto succeed on the cleared one, and then burn a mythic point to succeed on the other one to leap ahead 3.

Grand Lodge 4/5

Had a great time running this today.

-Tough job creating stat blocks for these monsters.
-It runs super long. Try six hours.
-The Behir fight at low tier was one of the best I've seen. It would have been very effective as the 'boss fight'. The players have to really wring every drop out of their abilities to get out of this without some serious blood being spilled.
-The light 'puzzle' is one of the worst written and most ambiguous 'puzzles' in PFS history. Worse yet, so much of the word count is lost trying to explain they dynamics of it to the GM.
-The party was deadlocked in the assembly room, even with the Osiriani votes cast. Kafar and Nefti were allowed to enter the assmebly room, and with some jostles and suggestive winking to Tahonikepsu (in her comely human form) they voted for her, allowing her to seize power. Bring on the dragon faction! I was secretly really pleased, as I've long had hopes that Amara Li was also a dragon.
-Two party members conducted the ritual. Muahahah.
-Kafar and Nefti are hilarious. Nefti nearly beat an old man gunslinger senseless with his human bane sap while mirror-imaged.

5/5 5/55/55/5

The puzzle was completely random, which made it undoable in the time the party could smash the golems.

One possibility is to give 4 knowledge checks to recognize which statues might be associated with which colored light, for example Anubis for the emerald sage/sage of plagues for the green light and the one that looks like anemopheus for the blue light, Ra for the yellow light hmmmm.. didn't have a good one for the red light.

3/5

I made each of the statues look like their respective gem holders, so Amenopheus for the blue, the Ruby sage for the red, gave a wisdom check (I think I made it DC 20) to recognize the emerald from his allip form from part 2 for green, and no one knew what topaz looked like, but that was yellow.

5/5

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
BigNorseWolf wrote:
The puzzle was completely random, which made it undoable in the time the party could smash the golems.

See up-thread for discussion of how the puzzle can proceed, given the correct knowledge checks to recognize what is *supposed* to happen. There is plenty of time, *if* those conditions are met, since all the statues that currently have a lamp are wrong.

BigNorseWolf wrote:
One possibility is to give 4 knowledge checks to recognize which statues might be associated with which colored light, for example Anubis for the emerald sage/sage of plagues for the green light and the one that looks like anemopheus for the blue light, Ra for the yellow light hmmmm.. didn't have a good one for the red light.

Nice idea (though not sure appropriate to change in this case). I was just reading up on this btw, and Set is associated with the color red (the red desert lands).

Scarab Sages

My players loved the first two parts, but we are planning to play this third part on a weekendday instead of game night at the FLGS.

Players that usually come to my table are quite 'roleplay-ey', if you factor that in, are you looking at about 7 hours?

5/5 5/55/55/5

Majuba wrote:
BigNorseWolf wrote:
The puzzle was completely random, which made it undoable in the time the party could smash the golems.
See up-thread for discussion of how the puzzle can proceed, given the correct knowledge checks to recognize what is *supposed* to happen. There is plenty of time, *if* those conditions are met, since all the statues that currently have a lamp are wrong.

There were 14 combinations you said , thats waaay to long before the party gets their smash on. Or is there a delay in the appearence of the golems i'm missing?

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
Maglok wrote:
Players that usually come to my table are quite 'roleplay-ey', if you factor that in, are you looking at about 7 hours?

Easily.

Scarab Sages

Oh boy, so thats lunch AND dinner then. :) Thanks!

The Exchange 3/5

We are going to run the trilogy in back to back slots on a Saturday at an upcoming convention. We have some copies of MA to give away per prize support (thanks!) but I know we will not have time to go through an intro to mythic and character build choices between parts 2 and 3.

So I am planning to create a PC mythic upgrade sheet before the con and ask players who either have the book or hope to buy or win it, to have this sheet filled out BEFORE the con if they want to play a full mythic build (using the PRD or a copy of MA they already own). I'm also considering disallowing Ultimate Versatility as a path ability - it just screams of something that will take too long to decide how to use.

One thing that could absolutely kill mythic in PFS is if it takes too long to figure out how the rules work. I want to have larger-than-life heroics (not long rules discussions), and we may have to make fast decisions on rules I haven't yet committed to memory.

Has anybody already put together something like the upgrade sheet I mentioned? If not, I'll whip something up tomorrow and can make it available.

There are so many options, especially if you throw in Mythic Spellcasting universal path ability (or mythic spell lore) and the Legendary Item universal path ability. There is no way a player with a new book can review and choose from all those options in the short break between slots. To quickly adjudicate all the mythic abilities that might come up, I think it will also be critical to have a good idea of the player selections before the game.

If the GM knows exactly how all those abilities should work, then they should be able to keep the story moving without having to make many references to MA or explaining rules a lot. They can encourage players to use mythic power without giving away the plot. I'd consider it a success if most of my players burn up all of their uses of mythic power and really get as much effect as they can out of this one-time power boost.

1/5 **

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Peter Kies wrote:
We are going to run the trilogy in back to back slots on a Saturday at an upcoming convention. We have some copies of MA to give away per prize support (thanks!) but I know we will not have time to go through an intro to mythic and character build choices between parts 2 and 3.

You may want to "let out the seams" and do parts 1 & 2 on Saturday, and part 3 on Sunday as the big finish. Otherwise it will be hard to do part 3 justice. It was the only thing I ran that day, and IIRC we were close to six hours, and I could have easily give them debate scene much more breathing room than I did.

5/5

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
BigNorseWolf wrote:
Majuba wrote:
There is plenty of time, *if* those conditions are met, since all the statues that currently have a lamp are wrong.
There were 14 combinations you said , thats waaay to long before the party gets their smash on. Or is there a delay in the appearance of the golems i'm missing?

There are 1001 combinations, but that is only if they don't know what they are looking for. Let me explain in detail:

Puzzle_Example:

Here: S is a statue. L is where a lamp is, C is a correct statue (where a lamp (not a specific lamp) needs to go).

S-L
S-L
S-L
S-L
S-
S-C
S-
S-
S-C
S-
S-
S-C
S-C
S-

If the party simply moves the lamps (X's) to the other statues, until they hit a correct one, four of them could move a lamp in the first round, finding one correct statue (the 6th 'S'). Then three could be moved in the next round, finding another correct statue (the 9th 'S'). Two moved in the third round would find the last two correct statues (12th and 13th, with one statue untested). [This is just an example, not an actual layout].

Worst case would be to find three correct statues right off, and spend six more rounds finding another correct one (although you *could* use a correct spotted lamp to test more statues, then move it back). That would be bad, but leaves all but one of the group available to fight.

It's complicated, and extremely hard if they don't figure out what is *supposed* to happen. But given that, it's just a small matter of trial and error.

5/5 5/55/55/5

Majuba: that is way, WAY too long to be sitting there with those things beating on you.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

I don't know, we did just fine getting the lanterns lit over three or four rounds. It helped that the one on me couldn't land a blow and wasn't intelligent enough to go after someone else.

5/5

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
BigNorseWolf wrote:
Majuba: that is way, WAY too long to be sitting there with those things beating on you.

Three rounds? One of which is the statues casting haste?

5/5 5/55/55/5

Majuba wrote:
BigNorseWolf wrote:
Majuba: that is way, WAY too long to be sitting there with those things beating on you.
Three rounds? One of which is the statues casting haste?

S-L

S-L
S-L
S-L
S-
S-C
S-
S-
S-C
S-
S-
S-C
S-C
S-

Picking up or placing a lamp within a character’s
reach is a move action.

Round 1 Move to statues, pick up

Round 2 Move to other statues, put down. Test 4 statues 1 statue is correct

Round 3 pick up, move to another set of statues

Round 4 Test 3 statues. Second one is right. Pick up lights.

Round 5 Move and drop with the remaining three statues.

Grand Lodge 3/5 5/55/55/5

Pathfinder Starfinder Adventure Path Subscriber

The puzzle mentions that two lamps are in the right spots, just the wrong colors - so the green lantern is shining on the Ruby, for instance. Speeds up the process significantly, in my experience. Party smashed one statue then solved the puzzle.

RPG Superstar 2013 Top 4

Jelloarm wrote:
The puzzle mentions that two lamps are in the right spots, just the wrong colors - so the green lantern is shining on the Ruby, for instance. Speeds up the process significantly, in my experience. Party smashed one statue then solved the puzzle.

Hello, Jelloarm!

That's not completely accurate: there are no green, or red, or blue lanterns. All lamps are identical - they each shine bright white light.

The key to understanding the puzzle and its solution is noticing that the white light refracts off the crystal gate. Thus, the crystal functions as a prism, breaking the white light into different colors. Granted, the puzzle's text only uses the term "refraction" once, and light can also refract without splitting, so I understand the confusion. Once the lamps are in the right position, the split light falls on the corresponding gems on the floor.

With that in mind, the two lamps that are already shedding light on the stones (after the light is refracted) are actually in the wrong positions, since no matter what lamp you place on that statue, it will always project the same (wrong) color on the stone on the floor, since the configuration of white light/statue position/refraction angle is always the same for that statue.

The matter of randomness is mostly irrelevant: the point is that there are 4 statues that allow for the right configuration of lamps, and none of the lamps are currently held by these statues. The GM can choose any 4 he wishes; it makes no difference to the players whether it is the scenario or the GM that determines which are the right statues. The perception checks to identify the statues resembling the Ruby and Sapphire Sages are hints to stimulate the players to try those statues first, as is the Knowledge (engineering) check to study the configuration of the statues in relation to the faceted crystal gate. There is still some room for luck, if all else fails.

Although the puzzle can be solved through trial and error, it must be solved quickly to cancel the combat. Thus, the puzzle is mostly a way around the combat, if the party is quick to figure it out; focusing on solving it or facing the constructs boils down to a matter of available party resources or gaming style preferences, I guess. Once the time constraint is lifted, studying the puzzle and making the appropriate checks become less relevant, since the party can afford to lose time trying out all positions.

Shadow Lodge 5/5

had a situation come up last night when I ran this at an event and it actually had me dumbfounded

spoiler:
when the group got to the Guardian Room and Anemorphous became trapped one of my players had the Bright Idea to use the Dust of Disjunction on the prison that Anemorphous was in, thinking that a 13 lvl wizard would be more value than a staggered Guardian... which I admit has a certain appeal

what would you have done ?

5/5 5/55/55/5

Pedro Coelho wrote:
Although the puzzle can be solved through trial and error, it must be solved quickly to cancel the combat. Thus, the puzzle is mostly a way around the combat, if the party is quick to figure it out;

This was my (and a few others) peoples problems with the puzzle as written: there's nothing for the players solve really. The refraction off the large diamond is incredibly cool, but effectively random.

Statue 1 Can be identified for being anemopheus

Statue 2 can be identified for being the Ruby sage

Statues 3 and 4 require a dc (15,20) knowledge engineering check or they're random. If they're random, there's very little chance of solving the puzzle before the party gets its smash on with the glass golems- it takes basically one and a half characterrounds to check a statue (move action, pick up lamp, move action, move to next lamp, move action, place lamp)- So this is effectively a skill challenge.

5/5

finally ran this scenario at one of our game days this past weekend, and wanted to comment on the time issue. i did manage to squeeze in to just a bit over our normally scheduled five hour time slot, but to do so i had to suck almost every last bit of real player interactivity out of it, and i had absolutely no fun running it. i could tell that my players were more or less underwhelmed by what would otherwise have been a great story, had there not been so much of it to cram into a five hour slot. had i run it in a way that let the players really interact with the story and really have a chance to flex their mythic-ness outside of combats, it would have easily run for six hours, possibly longer.

the puzzle room went fairly quickly, but only because they managed to take down the guardians fairly quickly, and i then hand-waived the figuring out of the puzzle since they could do it through trial and error. for the climax of the scenario (and the series) i had to fairly briefly paraphrase the page or so of text and then have them cast a vote (this made for a pretty lackluster climax to such a grand-seeming series). no one was a member of the osirion faction and, of course, when given a choice between the old guy who just got himself trapped in a crystal door and a time dragon, they chose the dragon with pretty much no debate.

all in all, i feel that it was a very great scenario, story-wise, but it suffers under it own weight as far as running it in a time-sensitive slot.

5/5 5/55/55/5

The diamond sage being a dragon (and a time dragon at that) seemed to come out of left field. Were there any hints or suggestions about this anywhere, at all?

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

I don't think there was. The sages have been confined to PFS scenarios for the most part.

Liberty's Edge 4/5 5/5

It looks like Kafar's hit points are wrong in subtier 6-7. In the scenario, he has 58 hp (with all of his buffs) and 42 hp in his base statistics.

Actually he should have 58 hp base, with false life taking him up to 71 hp.

Sczarni 4/5

Wraith235 wrote:

had a situation come up last night when I ran this at an event and it actually had me dumbfounded

** spoiler omitted **

what would you have done ?

Spoiler:

I'd say he would help on the skill checks, but not have much power left to help in the fight... He'd most likly recognize himself pretty quickly

Silver Crusade 1/5

I've got a question I'm the gm for all three parts. Do I ever get to use mythic goodies on the character that I apply the credits too?

5/5 5/55/55/5

Once, as per the last boon in the series.

Dark Archive 4/5 5/55/5 ****

BigNorseWolf wrote:
Pedro Coelho wrote:
Although the puzzle can be solved through trial and error, it must be solved quickly to cancel the combat. Thus, the puzzle is mostly a way around the combat, if the party is quick to figure it out;

This was my (and a few others) peoples problems with the puzzle as written: there's nothing for the players solve really. The refraction off the large diamond is incredibly cool, but effectively random.

Statue 1 Can be identified for being anemopheus

Statue 2 can be identified for being the Ruby sage

Statues 3 and 4 require a dc (15,20) knowledge engineering check or they're random. If they're random, there's very little chance of solving the puzzle before the party gets its smash on with the glass golems- it takes basically one and a half characterrounds to check a statue (move action, pick up lamp, move action, move to next lamp, move action, place lamp)- So this is effectively a skill challenge.

This was the reason when playing this that I was happy to be playing my Osiriani Witch who had at least a +7 in every Knowledge skill and Linguistics. Made the checks to ID the pedestals, ID the 2 known statues and correctly pick the identity of 2 other statures based on geometry. It took us ~ 3 rounds to get everything into position with some well used invisibility and an unseen servant. It's good that we made that though, because we would have had a very difficult time defeating them without deactivating.

5/5

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
BigNorseWolf wrote:
it takes basically one and a half characterrounds to check a statue (move action, pick up lamp, move action, move to next lamp, move action, place lamp)- So this is effectively a skill challenge.

The statues are close enough together that a 5' step can bring a PC next to the next statue to deposit the lamp. Also, "free action to drop" could easily be ruled as sufficient.

Also, I don't recall the lamps being magical, so mage hand could move one to another as just a standard action.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Ran this two weeks ago. Some comments:

1) The mod ran long. It took slightly over 3 hours. I did not notice any of the encounters being listed as optional.
2) The mod has a great story, a lot of depth and interesting encounters.
3) This is by far the most complicated PFS mod I can recall running. If this is a trend, it could dampen my desire to GM PFS. I only have so much free time for mod prepping.
4) I thought for sure I was going to kill someone with the Behir after reading its rather deadly tactics. The PCs completely nerfed it with a Hideous Laughter.
5) I really like how you could use Mythic points to clear the path for other people during the chase scene. So many times during chase scenes I have seen one or two PCs completely left in the dust because they had no ability do get past either of the two challenges of a particular chase box. This still happened when I ran it with one person being stuck in the starting box for most of the chase. Once he got past it though, he was able to race to catch up with the party as someone else had cleared the path for every chase box after the first.
6) I both love and hate this mod due to comments 2 & 3 respectively.

4/5

trollbill wrote:
1) The mod ran long. It took slightly over 3 hours. I did not notice any

That 3 is a typo, right? I agree this runs long. But 3 hours isn't running long.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Artoo wrote:
trollbill wrote:
1) The mod ran long. It took slightly over 3 hours. I did not notice any
That 3 is a typo, right? I agree this runs long. But 3 hours isn't running long.

Yea, it's a typo. I meant 5 hours.

Shadow Lodge 2/5

I didn't pay to much attaintion to the Behir because I had assumed the players would blast it from a distance, mainly the Divine Hunter Paladin. The sorcerer imidiately started climbing up the rubble when I described it.

A lot of mythic power was burned in that encounter.

Sovereign Court 4/5 5/5 ***

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
trollbill wrote:
3) This is by far the most complicated PFS mod I can recall running. If this is a trend, it could dampen my desire to GM PFS. I only have so much free time for mod prepping.

I will point out that you should probably expect the only mythic scenario in PFS to be one of the most complicated scenarios to prepare for.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

BigNorseWolf wrote:
The diamond sage being a dragon (and a time dragon at that) seemed to come out of left field. Were there any hints or suggestions about this anywhere, at all?

You probably missed that blue police box that was at the end of an alley in Eto.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

James McTeague wrote:
trollbill wrote:
3) This is by far the most complicated PFS mod I can recall running. If this is a trend, it could dampen my desire to GM PFS. I only have so much free time for mod prepping.
I will point out that you should probably expect the only mythic scenario in PFS to be one of the most complicated scenarios to prepare for.

That is my sincere hope.

5/5 5/55/55/5

I don't think i'm ever going to bother prepping another one of these.

IF they're going to make the monsters that complicated, they need to ditch the irrelevant print paradigm and give me the real stat blocks. If they're worried about my printer ink, lose the 2 ink guzzling pages of adds in the back.

Silver Crusade 1/5

I ran this last night. It was overly complex IMO. The puzzle was so Involuted that I as the GM could not understand it and we were already pressed for time so I talked with my players and skipped the puzzle and my players had a great deal of fun RP'ing with the time dragon.

My only gripe was with the name of the bbg in the future could the authors make the name of the BBG's easier to pronounce most of us do not speak ancient egyptian for Ptolemaic period so pick easier names. Cleopatra would have been nice Isis would have been great and both would have fit into the scenario.

One other small gripe was if you put templates on creatures please add them to the stat block.

Grand Lodge 4/5

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Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
BigNorseWolf wrote:
If they're worried about my printer ink, lose the 2 ink guzzling pages of adds in the back.

...why do you print the ads?

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