Gary Bush wrote:
Assuming you meant 'inaccurate': Honestly, it's the officially sanctioned reference document, so that specific remark from the organiser is irrelevant. The related issues though, are that 1- Archives of Nethys is slow, especially at peak times, and 2- that many people in one place will be a connection sinkhole, be it WiFi or network. Which is one of the reasons why statblocks should be included.
Watery Soup wrote:
That's not necessarily the issue/ solution for us dinosaurs who prefer to run from paper because juggling PDFs and tens of tabs for spells on a tablet means we lose a lot of time finding whatever we need; Add prepping a tab for every creature to that, and the nightmare worsens. And many of the standard websites that offer monster statblocks are not printer-friendly. As was mentioned previously, this really is a quality of life thing for GMs that I'd almost consider related to accessibility.Watery Soup wrote:
I don't know if you played during the PFS1 days, but TBH the 4-player adjustment was one of the things that I experienced as bad, due to more often than not being problematic. I wonder whether Paizo considered balancing around 5 players instead. The impact of only 1 fewer or additional player compared to base assumption should be pretty minor while not having to change much about the originally intended encounter design.
First off, I'm happy with the 3-hour format! Our lives are busy as it is, and if this means "scenarios that run long" take 4 hours instead of 5-6, that's great. Less so about the triple change: "level band", "basing scenario's on 6 player characters" and "CP replaced by a difficulty band". The level band is ideal for conventions and lodges with a bigger player pool. For smaller lodges it mostly means we're forced to play a new character as soon as a new society player joins, or if a player is bored with their character. It was already hard to schedule high level content, and I now fear mid-level content is at risk as well. Letting us start characters at level 1, 3 or 5 might partly solve this, but it's still not an ideal situation. Basing scenarios on 6 players was done in PFS1 from season 4 to 10 and it performed poorly when you applied the 4-player adjustment, and 5-player parties were always playing in hard mode. It often resulted in players wasting actions applying conditions that were already applied because of the adjustment. In other cases encounters became utterly uninteresting, and in rare cases monsters benefited from the "nerf" (looking at you Sanos Abduction). I'm therefore a bit skeptical about replacing the CP system by an easy/hard system to cover smaller parties. I get that difficulty is harder to predict and to write for with the 4-level band, and the CP system isn't perfect, but from my perspective, the combination of all three of these changes overtunes it too much, while at the same time putting a strain on smaller lodges. Finally, if it means we don't have monster stat blocks in the appendix anymore, that's putting a lot more work in the hands of the GM gathering stats. Why? Or did I misunderstand this?
Pirate Rob wrote:
It doesn't as written, but I'm saying that it should, since you're then part of the only and exclusive organisation that makes use of the weapon. Unless the intent of OPM is to have you combine adventure boons to make viable use of them :)
Factions used to be more of a thing to align your character with in first edition: There were somewhat impactful boons to get from them, they had an ongoing storyline that transcended seasons, and you couldn't just change faction. Unfortunately second edition doesn't do much with them: They mostly give access to some minor boons, and when the faction is tagged in the description of an adventure, it gives a vague indication as to the direction the story is going go be about. I still wish they'd do more with them.
TiggyTheTerrible wrote: Finding the Organized Play reporting sheets seems to be impossible. The link to extra resources on the beginner box is dead. Is that where it's meant to be? The "free download" link on the product page works for me.
Ran this one today at 30 CP. Here are my observations: - There are all these researchers from various prestigious institutions, and there is basically no interacting with them, and no exchange of knowledge: We don't get any info as to what the other delegating are presenting, which is a shame
I do like the premise of this scenario, though I would recommend running this one only for a team that has seen most of the Godsrain metaplot scenarios, and only GM this if you're aware of said metaplot scenarios. Otherwise the whole story just falls flat, which would be a shame.
Just played this at the 7-8 tier (13 CP): While I enjoyed the story very much, there are a few issues, as has already been mentioned. The lore and story elements you get from the hexploration part are really cool, though the fact that chasing those goes so hard against your main objective, chafes. For me, there are just way too many combats against tank type enemies, which makes fights last forever, even if you can basically go all out on combats in the hexploration phase. And in the dungeon, with higher CP, the number of enemies just doesn't work in the cramped spaces, making the fights last even longer. Honestly, this could easily have been split over two scenarios: A lower level one to find the lair, and a second higher level one to do the dungeon crawl.
I'm now curious as to why Hesla needed to go to Absalom before doing this though.
Tristan d'Ambrosius wrote:
Even though I personally find the Assassin archetype iffy, it has no edicts/ anathema counter to the edicts and goals of the Pathfinder Society. And a Squark mentioned, Society agents are considered enemies of the Red Mantis. That there seems to be "positive" interaction at all in an upcoming scenario is exceptional.
Assassinations are still generally counter to the Pathfinder Society's tenets, so it's unlikely Red Mantis characters will be widely available for Society play. Pretty sure there is a boon from a scenario/ module that allows you to play a Red Mantis though. Ninja would likely become a dedication if they went through with one, though since it wasn't in the Tian Xia Character Guide, I wouldn't hold my breath. To be fair, you can build a perfect ninja with a rogue.
As I'm reading through the low tier encounter, I'm noticing that the low tier damage for the Nahyndrian Focus blast is 4d12 +22 (DC31) compared to the high tier 4d12 +26 (DC35). :O So as they roll for initiative a level 7 sorcerer (approx. 64 HP) likely has around 50% chance of crit failing and taking an average 96 dmg (between 52 and 124). At level 8 (approx. 72 HP) the likelihood drops to a mere 40% chance of crit failing. Since it's spirit damage, there's almost no way to prevent this damage. I know this is Cheliax's prototype of a nuke-like weapon, but are these numbers really intended?
The megalodon only makes sense if it's in the black "void" below the platforms and can attack creatures that are on said platform. It that case it would represent a tank deep enough for it to be able to retreat as well. There's no point in having multiple keys. There being multiple seems to be a failsafe in case they miss one.
Traps and hazards tend to have ridiculous DCs because they're meant to be circumvented differently, but even the skill DC to do that is insane. Though to be fair, in this case players can just brute force this one from a distance: 120 damage with no hardness and a weakness to slashing is reasonable easy at that level.
I'm reading the "exit is here" entry as a "free" pass too, though having to be stuck on an obstacle for a full round before a penalty triggers already is a penalty in and of itself. I agree the lack of party size scaling for both the research and the chase scenes is insane. Having a smaller party really looks like a penalty, which I cannot imagine is the intention. Running it this weekend for a 5-player low tier party, I'll write a post-mortem.
I ran this on Sunday for Ascalaphus (24 CP). I tried to keep the infiltration somewhat light and fast to try to get to the good parts of the scenario, but there are not really many ways around the poor information you get for it. The bad
- I really disliked the maps as they don't make sense and are utterly incoherent. I recommend just drawing the outline of the rooms that you need on a blank mat for it to be easier and prettier. As for the final fight, just use almost any cavern map that has a big room. This felt like having to use a map pack for the sake of using one. The good
Despite my opinion about the infiltration part, I cannot overstate that this is a good scenario, and I figure this is an important one with the Season 7 metaplot coming up. The amount of lore and callbacks in this one are excellent, even though I haven't read the Jagare novels.
That Planar Lore contradiction is a funny thing yeah :D. It's kind of hard to interpret the exhaustibility of a list when some lists have been declared exhaustive but others have been declared incomplete. Also compared to the Society skill, the narrowness of a subject is up for debate if it covers a whole nation or continent. The way we've interpreted it so far here, is that without clarification the list described in the description of the Lore skill should be exhaustive. In the end the issue is similar to the Undead Lore skill discussion. Rolling Untrained at high level is pointless, even for lore skills. As to Untrained Improvisation for Lore skills, that is a whole other unclear situation that has not been addressed (AFAIK, at least), so I'm not getting into that can of worms here.
Hi all,
Yet I've seen various scenarios asking for country wide, or even continent wide lore skills, which players would not be allowed to have as they are not specific enough. Is there a point to adding these disallowed lore skills in scenarios? For starters nobody would be allowed to roll these, and secondly it gives the impression these lore skills are allowed. And maybe only relevant to writers, it's kind of a waste of word count space. Lore skills, spoilers: Country wide lore skills: Cheliax Lore, season 6 Rahadoum Lore, season 6 Continent wide lore skills:
You can do the reporting without his entry, regardless. As to him: Normally he should either not be getting the chronicle, or getting a chronicle without gold, xp, item & boon access and reputation. But you might want to contact your local VO (or if that's not possible, Alex via the organized play coordinator email) for a solution.
The Dire GM wrote:
I agree with you, though I have a caveat: I've written many reviews over the years in order to help and encourage fellow GM's and players. I noticed a while back that Paizo is hiding many reviews and not necessarily due to spoilers or foul language, which I understand. This includes my review on this one. This bothers me, as I invest time and effort trying to write mine in as positive a way as possible while remaining critical of glaring issues. The consequence is that I currently feel censured and actively discouraged to write any future reviews. If this is due to a technical issue, I'll reconsider, but for now I'm not writing reviews anymore.
To answer your questions and a bit more:
With regards to the Hero points, having now run the scenario, a next time that I run it, I'd only give out the hero points related to Glyphs (so max 1 per player if there are enough Glyphs at the table).
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Meranthi wrote:
That's how I read it: When they reach 0, they fill back to 50 HP without the damage instance overflowing into the "new" hit points. They basically have 150+ additional HP. When the statue regenerates, I would describe how the statue repairs itself, but with a lot of the chipped off stone remaining on the ground. That should illustrate what is going on without giving everything away. Normally, GMs are free to apply the Dying rules to significant NPCs and opponents: This is an example of a creature where this has to happen, otherwise the encounter doesn't make sense. As to Hero Points: There's no mention in neither the scenario nor the handout not to hand them out, so I'm going to hand them out as normal.
Spell: Stifling Stillness
Multiple points of attention:
All in all, this spells seems stronger than Toxic Cloud (Spell rank 5), so in its current state it seems way too powerful for a 4th rank spell.
Pirate Rob wrote:
Yeah, I was thrown off by Pathbuilder; I found that rule again after looking into it further: So the prices on the chronicle are completely wrong.
Another remark about the chronicle:
Squark wrote: 1) I can't answer for Paizo, but this isn't the first time I've seen them add a rarity tag to a creature for minor changes. Most of the adjustments are the equivalent of an Elite template, so that shouldn't additionally increase the RK DC with a rarity tag: The DC is already higher due to the higher creature level. Squark wrote: There's actually another error- The Sparking Zombie Brute seems to be intended to be Large like its base variant (and that's apparently what Foundry went with), but is listed as medium. I'd reccomend making it large so its reach doesn't catch your players off guard. Either that, or emphasize it's incredibly long arms when you describe it. Good catch, based on the situation and the map, I think they should indeed be Large. This is before the 5ft corridor hell, so there's not really any reason to make them medium. Squark wrote: 3) The Ulna projectile explodes around the player it was fired at. The Brain Guzzler should only need to make a save if it took a shot at an adjacent creature (which it's smart enough not to do unless it has a really, really tempting cluster). The Bow itself does not explode, it just breaks. Ooh right, I misread that. I thought it fired a projectile and then the ulna shattered in smaller bits around the brain guzzler. This makes much more sense.
For the purpose of Recall Knowledge: What's so different about the Festering Plague and Aged Zombies (subtier 7-8) that they deserve an Uncommon and Rare tag respectively? All of their stats and abilities are the same as the stock creatures (or have only been increased to match the stats of a creature of that level). Th Cackling Skulls are mentioned as being Medium sized (or potentially Large in the boss fight) and having a reach of 0ft. This makes no sense, especially with the cramped halls and boss room. I'm assuming it will either be Tiny, or have a Reach of 5ft. In case the creature is supposed to be Tiny, why the Rare tag? It's just a stock Cackling Skull with stats matching a creature of a higher level. The Ulna Bow: When it explodes, I'm assuming the Brain Guzzler has to make a save against the damage as well?
NorrKnekten wrote:
That's a whole other issue on which they haven't come back to, and which they complicated further with the Necromancer playtest .
Yeah, it goes the same at our tables. In most cases people have only one Lore (plus PFS Lore), so they ask whether theirs is applicable. If a character has multiple Lore skills, as a player I'd offer the different Lores and modifiers and let the GM decide what to roll (out to decline all). As a GM I'd ask for the various modifiers. UI is weird here: I'm all for players attempting RK rolls: It leads to more interesting combats with players trying to target oravoid specific things, and it helps boost casters (target weakest save). I also don't mind high Intelligence characters being able to RK on a Lore skill rather than a Wisdom skill. But I'd like to know what the design teams view behind this is. To be fair, I've always imagined a character with UI as one that has read most of Wikipedia without fully understanding everything. In a universe where magic is a thing, it wouldn't be an unreasonable thing to be able to do.
Initial Lore check, page 4 wrote: Critical Success The Technic League were a group of arcanists focused on uncovering the mysteries of the Silver Mount, the spaceship that crashed near Starfall a little over 200 years ago. This seems like a bit of an understatement to describe over 8000 years ago. Did I miss a lore update?
YuriP wrote: So I recommend that you put it in the Spring Errata 2025 suggestions topic in PF2e general forum. It's there that we are concentrating all errata questions, asks for clarification and pointing errors. Thanks for pointing this out, I missed that thread.
Source: Player Core
Could you please have a look and clarify how this feat interacts with Lore skills? The current way the feat is written gives a character with this feat a variation on a Class Feat (Bardic Lore) in addition to boosting all the other Untrained skills a character may have. This feels inappropriately strong for any character to have for the price of a level 3 General Feat, let alone for high Intelligence characters.
Thank you for the replies everyone. YuriP wrote: Yea. Official clarifications usually only happen in the next errata if the designers want write about this. My reasoning behind the post is that, since they have scheduled specific errata moments, I might as well put out a request for this to be looked at: If we get an answer, great. If we don't, well then the Lore part of the feat will remain unclear. apeironitis wrote: My interpretation? You don't get the right to roll any lore skill with that feat. You use the generic skill most fitting for the situation. If you wanna RK about a dog, you can't roll dog lore, you just make a nature check. Any other interpretation would just lead to problematic player behavior. As written, even witout the feat you can do any check Untrained, including Lore skills. In general this is not going to be very relevant beyond level 1 since your modifier stagnates if you're not at least Trained. As written, the only thing Untrained Improvisation adds to the equation is that your modifier scales with your level, resulting in a weaker version of Bardic Lore. The fact that a level 3 General Feat (almost) copies a Class Feat and gives you additional boosts is what bothers me about it, hence the clarification request.
Hi all,
In general it's a decent feat allowing you to attempt Untrained skills with a better modifier due to the character being a jack-of-all-trades. Where the clarification request comes in, is how this interacts with Lore skills. In general, compared to the broad knowledge skills (Arcana, Religion, etc.) Lore DCs are usually against a -2 DC for an unspecific lore (such as Fiend Lore) and -5 against a specific lore (such as Demon Lore). As written, there seems to be nothing preventing a high Intelligence character with Untrained Improvisation from attempting all the Recall Knowledge skills against the DC of specific lores. Is this intentional? How should we handle this?
The idea behind the rework of the concept of Schools is amazing; The execution not so much. The focus spells are the same as before (somewhat weak), and the choice of bonus spells is just weak. With the old schools, the list per spell rank consisted of tens of spells; Now only 2 (beyond rank 1), with usually 1 good or medium spell and one situational spell. In my opinion this is the main issue that needs to be addressed: Expand the spell lists for each school. What bothers me most about the class though, is that the wizard is (traditonally at least) the "learned" caster; The guy who spends his time reading books. In my opinion this is not something that is properly reflected in the class chassis: Give the wizard some additional skill increases (and/or skill feats) exclusively to be spent on Intelligence and Wisdom related skills. This would give the wizard the edge on mental skills that he needs without causing any balance issues.
Calcryx666 wrote: I guess we could also use minimum expert proficiency in the specific skill could unlock the alternate option? Actually I think that's even better. I'm going for Expert in the skill for tier 7-8 and Master for the 9-10. As to the missing Survival check DC, I'm going for a level based DC of 24 (low tier) or 27 (high tier).
The class calls in the gauntlet challenges seem very arbitrary and not necessarily in theme with the challenge. I don't know if these are supposed to be pop culture references or something?
Any feedback from the Organized Play team would be appreciated.
Ran it today at 19 CP, for a party of 6.
The investigator had a "bad crit roll" where he accidentally finished the poracha, costing them the bin from the kami. He was also the one whose Devise Stratagem actions regularly got interrupted by the Tengu's Eat Fortune abilities. My party spent a lot of time trying to get the mail destined for the nephews from the squirrly creature, which led to a cartoonish scene with various attempts to coax the creature. The Animated Wine Dispenser with drunk Tengu, that I placed in C1b got a laugh from the whole table. The pit trap was in the entrance squares to C6, with the halflings successfully baiting a melee character by throwing their eggs and forks. That trap is mean and iconic, but very fair. I ran the drake in C6 as well, after the party had dealt with the room that I assume was C8. That one appropriately got obliterated by the ranger with a drake rifle crit: It was a relatively short combat. In order to play into the Golden League NPC's going crazy, I had Bloodmoon whisper in the PC's mind during the first round of combat, playing to their envies and ambitions. The balancing seems fine, though I have a few remarks:
All in all, great fun was had! I'll write a review soon.
Heya, Loving the scenario, and looking forward to running it! Below are two questions I have about it. There seems to be an editing issue with regards to the Boat Launch map: Where is C8 (the shrine)? Is it the room that is mostly hidden by the compass? Second: With regards to Bloodmoon (both tiers), in relation to Reactive Strike: The high tier Empowered Bloodmoon mentions that the weapon is Tiny but has reach. I'm assuming that the regular Bloodmoon (and the low tier Empowered Bloodmoon) do not have reach?
SuperBidi wrote: ** spoiler omitted **... I get what you're saying about the subsystems, but just to check an assumption: Quests are supposed to last 1 hour (Quests 1-13) or 2 hours (from Quest 14 onwards); Not 5. You don't have to flesh out a whole background for barely relevant NPC's unless you want to. As for me, I do absolutely love skill challenges, but I dislike most implementations of the subsystems. Some are just too complex to introduce as a segment within an adventure (such as infiltration/ heist), and some are often just poor and overused implementations (influence). In most cases, the subsystem becomes a mini-game that gets in the way of roleplaying: Like, what the heck are you supposed to discuss with your fourth or fifth attempt to Influence an NPC?
Quentin Coldwater wrote: Is it supposed to be dark? I'm not sure, the scenario doesn't mention it, but it seems reasonable. I'd say maybe. The complaint is valid, and there should be a clarification. But I'd say if the scenario doesn't mention to apply a condition, it's not reasonable: Gimping a barbarian (but not any other classes in a 1-4 scenario) for the final fight doesn't seem to be the intent of this challenge.
My post-mortem for a 5-person party at CP18: Every Pure Legion enemy having Retributive Strike (with 15ft aura) really turned the fights into slog-fests. The first fight alone took almost an hour and a half, which seems too long.
Talon Stormwarden wrote: IMO, GMs should be using death and dying rules if the PCs want to not kill them. Yeah, this was a good and necessary recommedation. Monkhound wrote: Escape through the city: I'm not that worried about the DC's, but I am going to mention how hard the DC's are, as I do with most DC's in minigames (no numbers of course: Very Easy, Easy, Medium, Hard, Very Hard), otherwise this is'nt going to work I ran it like this and it worked rather well, even though they ended up failing quite a few of the obstacles. I was a bit confused about this quote in Part 2:
#6-03 page 10, emphasis mine wrote:
There are: - 3 obstacles described in Part 1, of which you choose 2- 4 obstacles described in Part 2. Do you make the players go though all four, or do you count the first 2 obstacles from Part 1 in the tally as well (thus increasing the replayability value)? I ran only 2 Part 2 obstacles, and even with that the party exceeded the AP failure threshold for the final encounter.
CorvusMask wrote: Reskinning for gm preference is one of those things which can be a good thing or could be like "I hate non human ancestries in my fantasy, so everyone is human" kind of dealio. Ye kinda have to trust gm to not abuse it. To be fair, the whole Organized Play concept is based on that trust: We kind of have to, otherwise the system collapses. In reply to the original post: I appreciate the declaration of intent in the post, and I approve of the clarifications as the intent is good. Yet I feel like it's a lot of words and work for barely any practical change. RAW-literalists will always go by the exact words of what is written, rather than what is intended (see any political, theological, legal or game rules discussion ever), so maybe it would help to explain the intentions rather than to lock it down in short key phrases that have no context. I know it doesn't help for any form of word count, but I think that without, the proposed alterations will have very little effect.
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