Iron Gods Sanctioning?


Pathfinder Society

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Grand Lodge 4/5

Good thinking Fox.
I like limiting the grenades to 1 each, to make them more of that really special "only for emergencies!" style item.

I was seriously considering including the Inferno Pistol but then chose not to, for two reasons. The first was the number of folks who reacted poorly to the sci-fi genre being in their fantasy. While it's easy to conceal a Numerian brain implant, it's harder to conceal a glowing red crystalline laser pistol.

The second is the cost. 5,000 gp for 10 shots of 1d6+1 fire damage is a bit of a trap option IMHO.
Having said that, there has been a precedent set with Timeworn laser pistols on chronicles, so maybe it can get included!

Grand Lodge 4/5

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Okay, I did Lords of Rust. Lemme know what y'all think.

Lords of Rust chronicle sheet:
Lords of Rust
Sanctioned Areas: Area P (Haunted Wreck) then the entirety of Part 3, run encounters as if the PCs have accumulated 8-9 Scrap Worth (see p35 LoR).
Level 4-6
Slow gold: 3,378
Normal gold: 6,756

Select one of the following boons and cross the others off your Chronicle sheet.
Scarred by Soothe: You have healed your wounds using the foul Numerian drug Soothe. Your scar tissue is noticeably severe as a result. Once a session you can subtly emphasize your misshapen scars to reroll the check with a +4 bonus. You must take the second result.

Spirits Above and Beyond: You have exorcised the alien undead residing in the ruins of the Chrysalis. Golarion's horrors no longer seem so bad. You gain a permanent +2 bonus to saves against fear effects.

God Killer: You have laid low the Iron God Hellion and in doing so, learnt there is little to fear in divine evil. At any one time during your adventuring career you may choose to completely ignore a divine spell or a channeling of negative energy. You may use this boon after you've determined whether you have saved successfully against the spell or channel or not. When you use this ability, cross this boon off the chronicle sheet.

Your Faith is my Armour: After you destroyed the Iron God Hellion, you collected blackened scraps of steel that made up his advanced robotic chassis. Sensing the power within, you hammered these materials into your armour.
You may enchant any metal magical armour or shield you own with the Energy Resistance armour property, however this enchantment only protects against negative energy. The cost of the enchantment is reduced from 18,000 gp to 9,000 gp.

Cureall (limit 2 only) (TG) (1,400 gp)
Soothe (LoR p63) (200 gp)
Cylex (limit 3 only) (TG) (3,600 gp)
Concussion Grenade (limit 1 only) (TG) (750 gp)
Gas Grenade (LoR p62) (750 gp)
Inferno Grenade (limit 1 only) (TG) (750 gp)
Plasma Grenade (limit 1 only) (TG) (1,600 gp)
Zero Grenade (limit 1 only) (TG) (750 gp)
Red Scatterlight Suit (TG) (1,400 gp)
Skill Slot (Cybertech) (TG) (2,000 gp)
Mark I Skillchip (Any Skill) (TG) (400 gp)

Grand Lodge 4/5

Halfway there. Here is 'The Choking Tower' chronicle sheet.

This adventure is probably the least technological/sci-fi focused of the entire Adventure Path. Although some of the earliest parts of this adventure are the most interesting, the +3xp limit meant this chronicle focuses on the dungeon crawl taking place within Choking Tower itself. Still, the township of Iadenveigh can be used as a great base of operations during the delve.

The Choking Tower chronicle sheet:

The Choking Tower
Sanctioned areas: Parts 3 (Smokewood) and 4 (Beneath a smoke-filled sky).
Level 7-9
Slow gold: 8,400
Normal gold: 16,800

Select one of the following boons and cross the others off your Chronicle sheet.
Nutrient Training Nodule: You are obsessed with the colorful patterns and increasingly complex logical progressions of the paste-dispensing Nutrient Training Node. Your obsession with the patterns has done something exciting to your brain.
If you select this boon, you forgo all future day job rolls, including any use of the day job reward from special boons or other chronicle sheets. In return, the nutrient paste grants you a +1 permanent enhancement bonus to your Intelligence score.

Where There's Smoke: Constant ambushes from the ghostly Technic League mage Furkas Xoud has made you experienced in fighting within low visibility conditions.
From this point on, whenever an enemy spell caster casts fog cloud, stinking cloud, solid fog or cloudkill, make a perception check. If your result is 25 or higher, you may ignore any concealment the fog grants.
Every time you use this ability successfully, tick a box. When you have used this ability successfully for the third time, cross this boon off the chronicle sheet.
□ □ □

Thoughts Harvested: The best minds of the Pathfinder Society repaired the Thought Harvester you defeated at the bottom of the Choking Tower. They offer to use the robot's unique abilities to remove your darkest fears from your subconscious. You accept their offer.
Your worst fear has now been wiped from your mind, captured and stored away in a glass bauble. From this point forward, you are immune to the spell Phantasmal Killer.

Blue Scatterlight Suit (TG) (3,600 gp)
Cureall (limit 2 only) (TG) (1,400 gp)
Cardioamp (limit 1 only) (TG) (4,550 gp)
Cureall (limit 1 only) (TG) (1,400 gp)
Hemochem Mark III (limit 3 only) (TG) (750 gp)
Torpinal (TG) (300 gp)
Hivebrain Symbiote (limit 3 only) (TCT p61) (1,000 gp)
Mark II Wirejack Tendons (TG) (32,000 gp)
Wand of Gust of Wind (18 charges) (1,920 gold)
Wand of Cure Serious Wounds (22 charges) (4,950 gold)
Gremlin-Skin Drum (TCT p60) (6,000 gp)
Rod of Gripping Smoke (TCT p61) (15,000 gp)

Silver Crusade 5/5

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Honestly, most of the boons on your fan-certs seem really strong, compared to what we have gotten for other AP's. Also, I think that the book one cert should be Tier 2-4. Additionally, you didn't specify what type of check Scarred by Soothe lets you reroll. The reroll boons should probably be one shots, getting crossed off afterwards. I think I like the grenades at limit three.

I would remove 1-2 boon options from each cert to put a special item from each book onto the cert. That item would get the full text from each part of the AP, so people can utilize it without having to make a $20 purchase.

I like the format they have going for certs. I know you're anxious for certs, I've been there myself. But John is working on it, I saw him say as much in his Ask thread a couple months ago. I think in the months after Gencon we'll probably see a good bit of progress made on side projects like this.

Grand Lodge 4/5

Cheers for the feedback Mitch.
Scarred by Soothe was only applicable for an intimidate check but yes, it looks like I deleted that important detail in editing!

I agree that book one should probably be Tier 2-4. That would probably reduce the gold to 4,800 (normal). Level 2 adventurers would have a very difficult time, but at the same time, level 5 adventurers would find it too easy. The Technologist feat and Hardness rules pump up the challenge a bit.

The Choking Tower boons are pretty powerful - it probably happened as a result of really wanting to get the Nutrient Training Nodule in there somewhere. It's a neat item and it'd be sad if it got cut from the chronicle completely. Yet, as written, maybe the boon is too powerful. I debated making the player subtract all gold and benefits derived from Day Job checks, but that seemed like too much work and I'm not aware of any precedent of that occurring on a chronicle.

I wrote the boons following from my own experience with the power level of 3XP module chronicles...

Modules:
Feast of Ravensmoor, Carrion Hill and No Response From Deepmar
These modules give permanent saving throw bonuses against dangerous and common effects. So it seemed more specialised options aren't too bad.

Having said that, maybe the Medbay Cleansing boon should be reduced to a +1 vs disease with no reroll options.
Or keep it as is, and add the three tick-off boxes before the boon is used up.

Grand Lodge 4/5

Here is the Valley of the Brain Collectors chronicle sheet.

This one needs the most direction for the GM as a large amount of the Valley is cut. The adventure is reduced to two sites. First, the original landing site of the invaders. After which, the PCs can track the otherworldly enemy to their new base.

Valley of the Brain Collectors chronicle sheet:

Sanctioned areas: Part 4 (Dominion of the Black)
The PCs begin with Area E (The Machine Caves) cleared of enemies and serving as a base of operations for the adventure. Binox and Isuma are alive and friendly towards the PCs, offering their gratitude that the heroes seek to stop the Dominion of the Black gaining a foothold in Numeria. This includes free access and use of Area E9 (Geothermal Generator Array) with an installed Power Cable (TG).
Level 10-12
Slow gold: 16,625
Normal gold: 33,250

Shattered Psyche: An oracle PC may trade out their current Oracle curse for the new Oracle curse 'Shattered Psyche' (p57 VotBC).
Shattered Psyche: Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mind-affecting effects. At 5th level, you're immune to charm effects. At 10th level, you're immune to compulsion effects. At 15th level, you're immune to all mind-affecting effects.

Select one of the following boons and cross the others off your Chronicle sheet.
Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.

Flesh Valve Fighter: Fighting your way through the living interior of a Dominion base has left you calm and viciously effective when trapped inside another creature. When swallowed whole, you gain a +4 to damage. This effect persists for 1d6 rounds even after you escape a creature's insides.

Explode Everything: Before the Society took the artifact away for further study, you saw the destructive power of the weapon known only as a "rocket-launcher". From now on, you can choose to make your fire spells more explosive. Whenever you cast a spell that deals fire damage, you may choose to make half the damage as bludgeoning damage. In addition, the spell does +1 damage per damage dice. When you have used this ability three times, cross this boon off your chronicle sheet.
□ □ □

Fleshnet Cannon (limit 3 only) (VotBC p63) (3,000 gp)
Mouthpiece of the Dominion (VotBC p74) (8,000 gp)
Optical Turrets (VotBC p75) (6,000 gp)
Cybernetic Eyes (Cybertech) (TG) (4,000 gp)
Cybernetic Arm (Cybertech) (TG) (4,750 gp)
Skill Slot (Cybertech) (TG) (2,000 gp)
Mark IV Skillchip (Any Skill) (TG) (6,400 gp)
Thoracic Nanite Chamber (mark I) (Cybertech) (TG) (8,000 gp)
Filter mask (TG) (4,500 gp)
Arc Grenade (limit 1 only) (TG) (750 gp)
Gravity Grenade (limit 1 only) (TG) (2,250 gp)
Inferno Grenade (limit 1 only) (TG) (750 gp)
Staff of Healing (29,600 gp)

Silver Crusade 2/5

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Finding your fan sheets fun. Also need to point out that Giant Slayer is now also completely released as of this month. Hoping they will sanction this as well. Seems to be easier than Iron Gods.

Grand Lodge 4/5

Whoo-hoo! Writing this chronicle sheet was exciting.

The sanctioned area of Palace of Fallen Stars works really well. It effectively makes a high level 3XP module where a crack team of Pathfinders has to infiltrate the Technic League headquarters to find and assassinate Ozmyn Zaidow.

Palace of Fallen Stars chronicle sheet:
Sanctioned areas: Part 3 (The Technic League)
Swap the locations for Gryne Rasik and Ozmyn Zaidow. Gryne is in E13 with three Gearsmen Battleguards while Ozmyn Zaidow has adopted Kyton bodyguards at H5.
The PCs gain access to 'Surrendered to the Scalpel' if they slay Krimox the Thrice-Flensed. The PCs gain access to 'Zernebeth's Lessons' only if Zernebeth survives the module. If they do not meet these conditions, cross the boons off the chronicle sheet.
Level 13-15
Slow gold: 27,500
Normal gold: 55,000

Select one of the following boons and cross the others off your Chronicle sheet.
Magus Bane: You defeated Ozmyn Zaidow, leader of the infamous arcane Technic League. Enemy spellcasters find it hard to concentrate in your presence. As a swift action, you may choose to gain all the benefits of the Disruptive feat for ten rounds. When you use this ability, cross off a box. Once all three boxes are crossed out, cross this boon off the chronicle sheet.
□ □ □

Surrendered to the Scalpel: You fought a bloody path to gain full access to the Technic League's medical laboratories and you intend to make the most of this resource. You may purchase and gain the full benefits of any grade of Dermal Plating (p37 TG). When you do so, you gain a 20% discount on the purchase.

Zernebeth's Lessons: You spared the life of the Irriseni Technic League Captain Zernebeth. In exchange, she tells you of her near-death experience within the technological dungeons of Silver Mount. When adventuring within Silver Mount, you gain a +2 bonus to initiative and perception checks.

Azonite Pellets (TG) (100 gp)
Cardioamp (TG) (4,550 gp)
Hemochem (Mark III) (TG) (750 gp)
Hemochem (Mark V) (TG) (1,250 gp)
Torpinal (TG) (300gp)
Zortaphen (TG) (2,250 gp)
Frag Grenade (TG) (750 gp)
Soft Grenade (TG) (750 gp)
Zero Grenade (TG) (750 gp)
Biofilter (TG) (16,000 gp)
Cybernetic Arm (TG) (4,750 gp)
Cybernetic Leg (TG) (8,500 gp)
Implant Mesh (PoFS) (5,000 gp)
Thoracic Nanite Chamber (Mark II) (TG) (32,000 gp)
Nullblade (TG) (58,835 gp)
+3 martyring O-Yoroi armour (28,700 gp)
Scroll of Lightning Bolt (CL9) (limit 1 only) (675 gp)
Scroll of Greater Planar Ally (Interlocutor Kyton only) (limit 1 only) (3,000 gp)

Grand Lodge 4/5

Done. Done-done-done-done.
Finishing this made my head hurt. I am 86% sure I can think up some better boons for this adventure, but dear Unity above not right now.

The Divinity Drive chronicle sheet:

Sanctioned areas:
Area D onwards, including A15 and the shuttle bay (A17).
Under the section 'Crippling Unity' (p50 TDD), ignore the following victory point requirements:
- Bastion (C21)
- Fengar (B4)
- Inhibitor Facet (Lords of Rust)

This reduces all requirement thresholds for victory points by four points. For example, it only takes four victory points before Unity loses direct control over ship systems beyond the computer core. Unity loses use of laser turrets as spell conduits at one victory point.

The reactivated teleporter in area G6 leads to area A15. The discovery of section A15 should not start exploration and adventuring within the Secondary Engineering Deck, but should instead be a means to direct the PCs straight to area A17 for the showdown with Unity's Overlord Robot. Please remove all encounters and treasure from the Secondary Engineering Deck except for area A17.

The Divinity Drive
Level 15-17
Slow gold: 47,500
Normal gold: 95,000

Arms of the Iron God: You sacrifice your own arms and spine to assimilate a favoured creation of the dead god Unity. For 40,000 gp you may purchase and install the Arms of the Iron God (p60 TDD).

Manipulated the Godmind: Following the death of Unity, you spent weeks to months within the Godmind, obsessed by the possibility of a technological path to divinity. From this empowered realm, you practiced the manipulation of fate, benefiting the rare individuals you favor. When you select this boon, choose one of your own Pathfinder Society characters who shares the same alignment or religion with the hero that completed this adventure.

This adventurer gains a permanent +2 to a stat score of your choice.
In addition, this new hero can benefit from a Cure Light Wounds spell (CL 5th) cast as a swift action. This ability may only be used three times before all benefits, including the stat boost, are lost.
__________________ PFS ID:_________-____ GM Initials: ______
□ □ □

Cybernetic Arm (TG) (4,750 gp)
Cybernetic Leg (TG) (8,500 gp)
Dermal Plating (mark III) (TG) (36,000 gp)
Implanted Weaponry (TG) (10,000 gp)
Wirejack Tendons (mark I) (TG) (8,000 gp)
Cylex (TG) (3,600 gp)
Gravity Grenade (TG) (2,250 gp)
Inferno Grenade (TG) (750 gp)
Soft Grenade (TG) (750 gp)
+1 shock chainsaw (TG) (11,000 gp)
+1 chainsaw (TG) (5,000 gp)
+5 dancing greatsword (162,350 gp)
Staff of Healing (29,600 gp)
Major Ring of Cold Resistance (28,000 gp)

3/5 Contributor, RPG Superstar 2010

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Wow, that is some good work.

I hope that John can make use of what has been done here. I always feel that tweaking something that's already there is a lot easier than starting from scratch.

I'm playing this AP and hope that sanctioning can happen soon. However as I'm playing in campaign mode, I'm not that fussed about chronicle sheets. Would it be possible to turn on the reporting option for this AP (and possibly other APs) before the chronicles are done? Even if this is only for campaign mode reporting?

GMing an entire AP is a large undertaking and this way those GMs can get the GM credit they deserve.

5/5 RPG Superstar 2014 Top 32

Matt Goodall wrote:

I'm playing this AP and hope that sanctioning can happen soon. However as I'm playing in campaign mode, I'm not that fussed about chronicle sheets. Would it be possible to turn on the reporting option for this AP (and possibly other APs) before the chronicles are done? Even if this is only for campaign mode reporting?

GMing an entire AP is a large undertaking and this way those GMs can get the GM credit they deserve.

There is no retroactive credit for participating in an AP regardless of it being run in campaign mode or with PFS characters. You would only get chronicle sheets for the books you play through after the AP has been sanctioned.

The Exchange 3/5

1 person marked this as a favorite.
Brian Lefebvre wrote:
Matt Goodall wrote:

I'm playing this AP and hope that sanctioning can happen soon. However as I'm playing in campaign mode, I'm not that fussed about chronicle sheets. Would it be possible to turn on the reporting option for this AP (and possibly other APs) before the chronicles are done? Even if this is only for campaign mode reporting?

GMing an entire AP is a large undertaking and this way those GMs can get the GM credit they deserve.

There is no retroactive credit for participating in an AP regardless of it being run in campaign mode or with PFS characters. You would only get chronicle sheets for the books you play through after the AP has been sanctioned.

I've never really understand this rule to be honest, it seems to counter-productive for the whole Pathfinder Society marketing strategy which is to get me to buy Pathfinder product.

Especially since it has come up several times that the Adventure Paths are some of Paizo's best-selling and most-selling products and yet right now, a good majority of some of the best product created by Paizo is incompatible with PFS play.

I am fortunate enough to play both PFS and in home games however I'd like for both to help each other. Iron Gods is and has been fantastic however the idea that I won't get chronicles because they have been backlogged seems kind of unfortunate. I admit, I don't understand why it isn't easier to create these chronicles or why it can't be passed off onto a panel of VO's to help offload some work. KestlerGunner came up with some pretty good drafts of chronicles in a ?relatively short time.

Shadow Lodge 4/5

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What's not to understand? You can't get credit for material that isn't sanctioned. Should they let you get credit for something you played a week ago? A month? A year? Longer? No. It's sanctioned when it's sanctioned. If you play it anyway, your reward is the good time you have doing it.

Silver Crusade 3/5

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Mystic Lemur wrote:
Should they let you get credit for something you played a week ago? A month? A year? Longer?

Yes.

The Exchange 3/5

Mystic Lemur wrote:
What's not to understand? You can't get credit for material that isn't sanctioned. Should they let you get credit for something you played a week ago? A month? A year? Longer? No. It's sanctioned when it's sanctioned. If you play it anyway, your reward is the good time you have doing it.

I meant it from a business standpoint, it doesn't make sense, to me mind you, that the campaign staff wouldn't want to reward people for purchasing and playing this game.

Its the same as saying that people can't get chronicles for the Pathfinder Tales unless they read them after they've been sanctioned. That wouldn't make much sense and indeed in that area people are allowed to read the books and still get chronicles for them after they've come out.

Please don't misunderstand this example as saying that simple owning the Adventure Paths is enough to get credit but I think that playing them should be enough even if it happens before the chronicles are released or the book is sanctioned. Indeed I'd probably be more inclined to play some of the other material if I knew I'd eventually get chronicles for it but for now, I try to stick to sanctioned content.

Barring Iron Gods because it is such a fantastic adventure path however it also wasn't unrealistic to think that Chronicles would have been issued already since its nearing one year since the first book was released. I'd also wish that instead of releasing them all at once if it was easier they release them when they finish them.

Grand Lodge 4/5

So, aside from arguing about Paizo's no-retrospective-credit rule, does anyone who has read or played the Iron Gods adventures have any feedback on the draft chronicles I wrote? Any other boon ideas? Or have you spotted any mistakes?

Keen to hear more feedback to tweak the chronicles a bit.

3/5 Contributor, RPG Superstar 2010

Brian Lefebvre wrote:
You would only get chronicle sheets for the books you play through after the AP has been sanctioned.

What counts as "sanctioning" an AP? The availability of chronicles or the opening up of the AP as a valid event in the reporting system?

If chronicle sheets aren't necessary (campaign mode) and the AP is available in the reporting system, then that wouldn't that be a way to have limited sanctioning of the AP for those playing it in campaign mode while the chronicle sheets are being created?

Silver Crusade Venture-Agent, Florida–Altamonte Springs

Availability in reporting system and chronicles....neither of which are available at this time.

The Exchange 3/5

KestlerGunner wrote:

So, aside from arguing about Paizo's no-retrospective-credit rule, does anyone who has read or played the Iron Gods adventures have any feedback on the draft chronicles I wrote? Any other boon ideas? Or have you spotted any mistakes?

Keen to hear more feedback to tweak the chronicles a bit.

In response to KestlerGunner’s request(I hope you are in for a bit of reading, this pushed 1200 words):

Fires of Creation:
: I think this one is good and definitely could be a good chronicle for tier 2-4. I do agree that if 6 level 2’s attempted the areas listed though they stand a good chance of getting thrashed. Especially if they don’t have a reasonable way of bypassing that hardness and short of having a 2H Barbarian/Bloodrager/Fighter/What-have-you that’ll be a bit hard and exhausting. I would like to see more Timeworn item’s appear on these chronicles, I know they can be/are trap options but honestly I think they are fun and thematic.

Lords of Rust:
: The issue with the Soothe boon has been addressed however, because of the possibility for working with different factions I’d like to see boons for cooperating with Redtooth’s Gang, The Steel Hawks or even the Smilers. I guess it doesn’t come up much during play as a module but it is something to consider and some of my feedback. I think that the gang interaction was one of the most fun parts of Lords of rust. I like the boons you have already, particularly the “Your Faith is my Armor” I think its thematic and interesting and provides an interesting ability without being exorbitantly expensive. I imagine you intended to put Limit 1 for the gas grenade as well?

The Choking Tower:
: I think that this is a rather hard dungeon crawl and was probably my least favorite part of this Adventure Path, however it makes perfect sense why a group of Pathfinders would go in and muck about. I think that the Nutrient Paste boon is a bit strong for sure and I think limiting the “Where there's Smoke” boon to 1/ever is more realistic of a boon, in my mind. I am disappointed there isn’t any batteries yet to have shown up in your chronicles nor is there the Zero Pistol on this chronicle. I know you want to keep it relatively light on guns but the +2 Zero Pistol is 18,000 gold and while not timeworn is limited to any batteries found on chronicles. I don’t mean to be just picking apart your ideas and I’m trying to offer suggestions where I may. If you would like to include another boon that gives a small persistent bonus I’d suggest doing something like: [“Accidental Dismemberment” Being forced to endure trapped oven after trapped door after trapped floor you have built up a sixth sense for detecting traps. You can cross this boon off to gain the Trap Spotting rogue talent for 1 minute.] That’s just a first draft, it could probably be changed to just being a +1 dodge bonus to AC/Reflex vs traps of a mechanical nature or something but that seems kind of boring.

Valley of the Brain Collectors:
: I think that the boon that allows an oracle to effectively retrain their curse should also cost some amount of prestige, 5 prestige points seems like an appropriate number since that is the same number to retrain a feat I believe. I really appreciate the amount of cybertech that appears on this chronicle but if we are going that far to have sci-fi in our Fantasy cake, of which I wholeheartedly encourage, I once again think we should be including timeworn weapons, and the occasional non-timeworn weapons and batteries as they show up, they are pretty dang expensive as it is. Back on task though I think that the boons are great for this one, I think that if one character has all these chronicles applied to them they are gonna be loaded with grenades to the point I hope they never roll a 1 on a lightning bolt/fireball saving throw. Sorry I don’t have much more to offer I think this is perhaps the best chronicle I’ve looked at so far, so good job!

Palace of the Fallen Stars:
: This one is hard, the prevelance of tech within this dungeon compared to the lack there-of on the chronicle is hard, effectively people are getting grenades, cybertech and some pharmaceuticals out of Iron Gods. I understand the lack of guns, I get it, I do. The party has to fight and kill Gryne Rasik, why not include her Veemod Goggles and White Veemod, as well as of course some batteries to accompany them? I’d be happier if these chronicles were allowing for the purchase of some of the more mundane technological items. Those I think would some flavor and spice these chronicles up a bit. However, I think that while this adventure makes interesting use of the Bestiary, the lack of themed PCs, not just ones taken from the NPC codex makes that a bit hard in this chronicle. I also understand that it is because James Jacobs had to do some extensive rewriting to get this area done on time so all is forgiven. I think the boons are good, at this level it is becoming one of this situations where it is hard to tell what might be a powerful boon from an overpowered boon but I think they are fair and valid. the “Magus Bane” might need some tweaking, maybe just down to 5 rounds or something.

The Divinity Drive:
: I am not even sure where one would start to make this chronicle and I understand where you are coming from by wanting slightly better boons however hard that may be. “Arms of the Iron Gods” is good, its thematic and definitely an appropriately powerful option and fun spot to leave a character as there is potentially no more chances for a character to play after finishing a module/path/what-have-you like this. I like the direction you are going with the second boon but I’d like to see it more customization focused, Instead like:

“your actions have consequences that reverberate through the cosmos. By helping casandalee ascend to godhood you have secured a new deity for worship. Did you help install a new evil deity bent on subverting human meatbags or rather help create a Brigh-like companion, one who would instill love and companionship between robots and man-kind. The evil deity has the Domains: Evil, Trickery, Madness and Artiface with the Fear, Deception, Insanity and Construct subdomains. The good deity has the domains: Good, Charm, Knowledge and Artiface with the subdomains: Friendship, Love, Memory, and Construct domains. If you make a character that could choose domains through a god you can provide a copy of this chronicle with that new character as proof of your choice of a new god.” Super wordy I know but it is a first attempt or effort. I am not quite as good at this chronicle making thing as you are, Kestler.

Overall I think this chronicle would be the hardest to create and within reason, it's an absolutely crazy adventure that tops off a joy-ride through Numeria. These are just some of my thoughts, sorry if I got a bit wordy but I wanted to offer some genuine advice because I’d really like to see these adventures get some chronicles.

3/5 Contributor, RPG Superstar 2010

Switching the AP on in the reporting system can be done fairly easily. Do you have to have chronicles for a campaign mode run through of the AP to be put into the reporting system?

The Exchange 3/5

Matt Goodall wrote:
Switching the AP on in the reporting system can be done fairly easily. Do you have to have chronicles for a campaign mode run through of the AP to be put into the reporting system?

I actually really like what you are proposing for what it counts, let us report the adventures as we do them, even if we aren't getting chronicles for them just yet. I understand it could be a nightmare because they have to be applied to character numbers but I am sure something could be figured out. It is definitely seems like an avenue worth considering.

3/5 Contributor, RPG Superstar 2010

That character number would have to be "unavailable for regular PFS play" until the chronicles became available, but given most campaign mode AP characters (including mine) will never play a regular PFS scenario that shouldn't be a big deal. You'd know that this would be the case anyway.

Silver Crusade 3/5

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Matt Goodall wrote:
Switching the AP on in the reporting system can be done fairly easily. Do you have to have chronicles for a campaign mode run through of the AP to be put into the reporting system?

That is an excellent idea. It would also, at the very least, allow GMs like Codanous to get credit toward GM stars.*

* Why stars matter:

Spoiler:
Because certain scenarios can only be run by 4- or 5-star GMs.

4/5 ****

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The Fox wrote:

Why stars matter:

They are delicious and full of chocolaty goodness.

Scarab Sages 2/5 5/55/55/55/5

The Fox wrote:


* Why stars matter:

Because along with hearts, moons, and clovers they are part of a balanced breakfast?

Scarab Sages 5/5 **

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The Fox wrote:


* Why stars matter:

Because we are all made from star stuff.


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So can someone explain to me why the delay between the adventure paths and the sanctioning? It seems to me that thematically it would make sense to have sanctioned this when in season 6 while Numeria was still in the spotlight. I see these types of products having a large amount of synergy - introducing people who enjoyed their Numeria adventures to PFS with an extra sweetener to reward them for their game time.

Grand Lodge

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John raises some pretty good points, why is there even a discussion about this? I would have just assumed it would come with chronicles.

Grand Lodge 2/5

GM Lamplighter wrote:
Seriously, at the risk of being branded a "conservative" (first time THAT has ever happened!) not everyone likes tech.

I personally do not mix Fantasy Adventure with Sci-Fi.

I took part in one tech adventure - trial by machine.
I role played my character as best I could.
Movie plot spoiler:
Kalhan marveled at the metal dungeon and later on my character was truly out of his depth and terrified by the few contraptions he had encountered. He wrapped a few odd bits and ends in his cloak and gingerly carried the roll back to the group so that someone else could deal with them.

I knew that these weren't crafted from stone, bone, horn, amber, leather, or anything else I was familiar with. I was actually unsettled by the presence of the alien materials. When a hologram showed up, I must admit that I had my own "Gazebo" moment. Fearing a surprise attack from an unkown ghostly terror.

For me the encounter with Tech was disturbing, immersion breaking, and severely tested my ability to role play. In hindsight- This was actually something of a plus for me.

I was actually tempted to try a Rogue - Numerian scavenger. The character would have a techy looking shield and long sword and "Parade armor" like something He'd salvaged. I was also looking at the Pathfinder Novel "City of the Fallen Sky" so that I could definitely have the background.
TECHNOLOGY-KNIGHT.
Something like this image.

1/5

I'd rather see the chronicles include no tech items at all if the AP is to be sanctioned. Personally I'd like to see all the tech banned from PFS play. Fantasy with firearms is bad enough.

Dark Archive 4/5 5/55/5 **** Regional Venture-Coordinator, Massachusetts—North Shore

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If I am reading the Thread right and John Compton's Posts they wanted to get all the key scenarios and specials done and wrapped up. I am betting we will see more sanctioning after Gen Con.(not an official answer just speculation) Until then Patience.

Grand Lodge 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Charter Superscriber

From my own speculations, I fear the production of chronicles for APs is not a priority at this particular time. Will some come out? Most certainly, but they take time, balancing between making sure they fairly represent the AP as well as making sure stuff doesn't get in that they might change their minds about later. Lets face it, this AP introduces a bunch of stuff that some people are not comfortable about.

As for those that don't like some sci-fi in their fantasy, I will point out that sci-fi being mixed with fantasy is almost as old as fantasy itself and predates the sci-fi genre and many things that are taken as corner stones of fantasy now were "sci-fi" back in its day.

What concerns me more is the lack of Iron God face cards :(

Sovereign Court

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Look, here's the problem. The people who vociferously object to the smattering of tech in Pathfinder don't realize that they AREN'T playing LOTR with the serial numbers filed off. That's D&D. Pathfinder is based on that concept, but it's its own animal now.

Silver Crusade 3/5

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Let's please not turn this thread into a Hate Tech vs Love Tech debate thread. There are lots of those already. If you feel you must vent about technology in your fantasy, please visit one of those already-created threads or create your own.

Shadow Lodge 4/5

There's like 7 scenarios that involve tech in the whole of PFS and 3 of those involve Technic League busting heads in an otherwise fantasy aesthetic environment where they are mostly a strange mage cult with funky golems. Avoiding those are easy, I can even list them here for those whom that may matter. In comparison, there are around 30-40 scenarios that involve demons. I loathe demons and biblical themes don't belong in muh fantasy, plz paizo ban.

Silver Crusade 2/5

I am hoping it will get sanctioned as I would really like them to count towards my GM Stars as well. Not sure if we have a 4 Star or Higher GM in my area.

Sczarni 4/5

Matt Goodall wrote:
Switching the AP on in the reporting system can be done fairly easily. Do you have to have chronicles for a campaign mode run through of the AP to be put into the reporting system?

You need to choose the character you are applying the sheet to the day you complete the campaign mode run I believe. As of that date, your character should have the chronicle sheets. While the reporting is the way to keep track of what you've played, the chronicle sheets are the end end-all-be-all when your character is audited at the table (while this doesn't happen often, seasons 5 and 6 have added a bunch of "if any of the characters at the table have played X...." that act ask mini audits, and things like 'how are you level 7, your last chronicle only has 15 XP?' could/should be caught with those). Without having these sheets you also would not know how much gold or which items you have access to, handicapping any character you applied these to.

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

Do we have a date when Iron Gods is being sanctioned? It would be nice to get credit for running AP's.

The Exchange 3/5

lastblacknight wrote:
Do we have a date when Iron Gods is being sanctioned? It would be nice to get credit for running AP's.

The best available estimate is after Gen Con, sometime.

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber
Codanous wrote:
lastblacknight wrote:
Do we have a date when Iron Gods is being sanctioned? It would be nice to get credit for running AP's.
The best available estimate is after Gen Con, sometime.

Was that official? (i.e. John Compton or Mike?) It's a shame it's after Season 6 finishes...

Grand Lodge 4/5

lastblacknight wrote:
Codanous wrote:
lastblacknight wrote:
Do we have a date when Iron Gods is being sanctioned? It would be nice to get credit for running AP's.
The best available estimate is after Gen Con, sometime.
Was that official? (i.e. John Compton or Mike?) It's a shame it's after Season 6 finishes...

It was official in that it was a "No way it's going to be done before Gen Con" statement, not an "Expect it after Gen Con" statement.

4/5

Pathfinder Adventure, Starfinder Adventure Path Subscriber

Hmmm, Kinda not cool. I know there is only so much time to do the work required. Perhaps I should have pushed my table into playing Emerald Spire, that way I'd get GM'credits for time spent like other GM's.

Perhaps I hold off purchasing AP's until they are sanctioned... I mean I understand why map packs aren't available til the books are all written - that's completely logical...

It's been over a year (June 2014) since the first book was available, and normal PFS scenarios come with with Chronicle attached (and they are doing a couple of those a month or so)...

I am running Iron Gods now and I'd assumed I would be able to get credit for my time spent etc...

here's hoping we see the chronicle sheets in the next couple of months.

Grand Lodge 4/5

Codanous wrote:


In response to KestlerGunner’s request(I hope you are in for a bit of reading, this pushed 1200 words):

S'all good man - appreciate it!

I am following Campaign management on access to batteries, recharging and lasers on chronicles. They have been very conservative on this, so I thought it'd make their lives easier to follow their lead. So, this means most advanced beam weaponry hasn't made it onto the sheets. I can see the long-term planning and reasons for this and I'm following their lead. We could have 'trap option' beam weaponry put on the sheets but I think that would hurt both the lovers and the haters of sci-fi and be a messy mistake.

Detailed feedback:

Fires: Yes, I agree that level 2 characters would be thrashed.
As for TW items, I think a TW nanite hypogun and the TW proximity helmet would be great choices. Would they have 10 charges each (to make them less of a trap?) or less?

Lords: The party actually receives a fair few gas grenades in LoR and as they are written to work closely off an existing spell effect, I didn’t think the restriction had to be so tight.
As much as I like the separate gang boons idea, PFS is neutral and good aligned. This would cross out anyone working with the Smilers.
It could be cool to have a Redtooth’s Raiders boon that could give a limited access to some ratfolk racial style fighting abilities for one combat.
The Steel Hawks aren’t really expanded upon enough as I don’t think the author expects a fight with them. I don’t know what we’d do for their boon.

Choking: I haven’t GM’ed this one yet, but reading dungeon floor after dungeon floor filled with traps that don’t seem to combine in devious ways made me pretty bored, to be honest. For this AP, the tech items are the new and exciting part – not traps.
The nutrient paste boon is strong but to water it down would essentially make it unrelated to the tech item described. Unless you have a boon where you chow down some paste and gain bonuses to your knowledge skills? There’s a few options to water this one down.

Valley: Thanks for the positive feedback! I think the cert is a reflection on the quality of the adventure!

Palace: You’re totally right – the white lens veemods should be added. The single use of a charge lasts for an entire day, so it’s a good use.
As for Magus Bane, I’ve played a character with the feat up to level 13 in PFS, and my experience is that it is not overly powerful at all. I don’t think it’s something to be worried about.

Divinity: I love this idea, giving players to make their own custom deity to make a new Cleric character for PFS! It really adds the special factor without as raw a power boost as a stat bonus.
However, and this is a big however, how do we handle choice of favoured weapon? Would every Casandalee favour the greatsword or earthbreaker and would it lead to power creep with some divine classes? And would the boon be useless if people have no desire to play a divine character? It would take some power-gamers to narrow down the options, maybe. Just need to develop a plan to avoid folks cherry-picking the best domains and best weapons for the new Goddess.

The Exchange 3/5

KestlerGunner wrote:
Codanous wrote:


In response to KestlerGunner’s request(I hope you are in for a bit of reading, this pushed 1200 words):

S'all good man - appreciate it!

I am following Campaign management on access to batteries, recharging and lasers on chronicles. They have been very conservative on this, so I thought it'd make their lives easier to follow their lead. So, this means most advanced beam weaponry hasn't made it onto the sheets. I can see the long-term planning and reasons for this and I'm following their lead. We could have 'trap option' beam weaponry put on the sheets but I think that would hurt both the lovers and the haters of sci-fi and be a messy mistake.

** spoiler omitted **...

I totally understand limiting batteries and laser guns, I get it, they are just so awesome its hard to ignore them. It makes sense though, it'd be awkward in Season 10 and someone shows up with a Laser Rifle and the whole party is confused as hell where they got it from and breaks verisimilitude in the fantasy game.

stuff:

Fires of Creations: I don't think there is much that can be done, I assume most level 2's will have a hard time in a 2-4 module. Kind of just have to hope that people know what they are getting themselves into.

Exactly, the TW hypo gun and the TW Proximity helmet are interesting items and I don't think are particularly powerful but add can be used to add a lot of flavor. That's pretty much all I am hoping for, a couple more flavor timeworn options on chronicles.

LoR: Yeah, the gangs are hard to work in, but I think your chronicles are good right now for what it counts. Yeah, the Smilers are pretty evil, steel hawks not fleshed out and the Rat Folks are the most fun and interesting so I agree with you on those counts regarding them. The grenades are fine, they are fun options.

Choking Tower: I just finished this book a few days ago with my players and yes, the Choking Tower was pretty boring for everyone involved. Just a slog fest. But its perfectly set up to be in perfect format for PFS.
It'd be interesting if there could be something done with the Aurumvorax. Bestiary 2 says that their young can be sold for 5000 gp because they can be trained easily. Could be fun if the boon opened up an Aurumvorax as a potential animal with the Monstrous Mount feat. Kind of stretching but just trying to find something to help liven it up.

Valley of the Brain Collectors: Still amazing can't wait to start this adventure.

Palace: I will trust your judgement on the Magus Bane business! You are doing great work. As I've said, adding some fun flavorful tech items if they are available is what I'm looking for.

Divinity Drive: It looks like Unity's Favored weapon is the Battleaxe(admittedly a bit silly but that's okay) we could limit it to Casandalee adopting his favored weapon if turned evil and if she is good it can be some sort of basic weapon, my first instinct would be starknife. Or make it simple and say it is a Battleaxe either way.

*Edit Had a broken spoiler tag.

Grand Lodge 4/5

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Choking: Ever since I saw artwork of the Aurumvorax cloak I've really wanted one for my characters. Both the Black Sovereign and a certain sniper in the Scar of the Spider have one, I love how it's become Numerian fashion.

Divinity Drive: Battleaxe seems strange. Chainsaw would be a better fit. Hah! What about one-handed firearm (any)? ;)

Reworked Nutrient Paste boon for Choking Tower:

This is easily the most controversial boon written, so I am smacking it hard with the nerf-bat.

OPTION A:
Nutrient Training Node: You are obsessed with the colorful patterns and increasingly complex logical progressions of the paste-dispensing Nutrient Training Node. Your obsession with the patterns has done something exciting to your brain.
If you select this boon, the nutrient paste treats your skill ability modifiers for all Intelligence skills as if your Intelligence score was two points higher. This does not grant extra skill ranks to spend, it merely boosts the ability modifiers of all Intelligence skills.
---

OPTION B:
Nutrient Training Node: You are obsessed with the colorful patterns and increasingly complex logical progressions of the paste-dispensing Nutrient Training Node. Your obsession with the patterns has done something exciting to your brain.
You immediately gain five skill points to spend as you see fit. This boon does not allow you to bypass the one skill rank per hit dice limit.

These options keep the Int boost but removes the most broken element (DCs for int based casters). I think this is a better fit as it keeps it cool without making the Choking tower chronicle sheet a 'must get'.

The Exchange 2/5

Quote:
Quote:
The best available estimate is after Gen Con, sometime.
Was that official? (i.e. John Compton or Mike?) It's a shame it's after Season 6 finishes...

John Compton just posted on the thread Giant Slayer Sanctioning that

John Compton wrote:
... Now that the convention season has come to an end—at least from my professional perspective—the expectation is that Linda and I will have enough bandwidth to develop the upcoming months' scenarios, get ahead on outlining adventures, and catch up on the sanctioning backlog. (emphasis added) Giantslayer should be part of this, though I can't give you an exact date at this time.

Hopefully that applies to Iron Gods also.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Those who are worried about players not getting credit for the parts already completed when the sanctioning finally comes down: there's an easy solution. Run it again.

Campaign mode is not held to the exactness of regular organized play. System can be changed, stats can be changed, etc. I could run skull and shackles as a 7th sea game and still get credit (that sounds like an interesting idea actually).

I am currently running an iron gods campaign. When sanctioning comes out, I plan to run through it again, but this time the campaign will be a guided storytelling night of the existing players recounting their epic exploits of how they got here to a new character or a lore-mastery person.

Grand Lodge 3/5

I'm just wondering why it is so difficult to add a chronicle sheet to the adventure path book itself. For many of us who are subscribers, we are waiting for the next book. It is very frustrating to have a "new toy and be punished for taking it out of the box".

The Exchange 4/5 5/5

Marculus wrote:
I'm just wondering why it is so difficult to add a chronicle sheet to the adventure path book itself. For many of us who are subscribers, we are waiting for the next book. It is very frustrating to have a "new toy and be punished for taking it out of the box".

The short answer is "Because the Adventure Path line is a separate product from Pathfinder Society Organized Play."

Longer:
The Adventure Paths are not written with Pathfinder Society play in mind. The format, requirements, and expectations of the Adventure Paths were established before PFS Organized Play existed.They are the oldest (along with the modules) product line currently published by Paizo. The people who are the developers for the Adventure Path aren't the same people who develop Pathfinder Society. AP developers don't have the same focus as PFS developers.

So we can establish that PFS chronicles can't be written until after a book of the AP is finalized. But someone still has to do it. It's not a matter of bashing out something in half an hour, look at all the revisions people have put into these suggestions here on the threads. The PFS developers are focused on trying to get PFS products out the door. The editors, layout artists, and web team are focused on getting revenue-generating products out the door, but they also have to be involved.

It wasn't until 2012 that there were ANY chronicles for adventure paths. They were established as an "add-on" that was just a nice little bonus, not as an expected part of the Adventure Path line.

So my personal philosophy is not to think of it as "being punished for taking a toy out of the box." You could say the same thing about any computer, gaming system or tablet. If you had waited you could have gotten a better one for the same price. Enjoy the toy you have (or not, if it turns out you don't particularly like it). Don't obsess over what might have been. It works for me.

Grand Lodge 3/5

Kevin Willis wrote:
Marculus wrote:
I'm just wondering why it is so difficult to add a chronicle sheet to the adventure path book itself. For many of us who are subscribers, we are waiting for the next book. It is very frustrating to have a "new toy and be punished for taking it out of the box".

The short answer is "Because the Adventure Path line is a separate product from Pathfinder Society Organized Play."

** spoiler omitted **

I guess, it would just be nice to enjoy the new adventure path when it comes out and get credit for playing them, instead of either having to wait or getting no credit for the Society. As it stands I am playing old adventure paths now and storing my new paths until sanctioning occurs.

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