A Pathfinder Society Scenario designed for levels 1-11.
At long last, the Pathfinders have reached the lost Sky Citadel Jormurdun only to find it already occupied by fiends and subterranean foes. The Society must mount an epic offense to explore the immense subterranean city while simultaneously driving off the squatters within. If they succeed, the Pathfinders may discover that the greatest prize is not the mountain fortress itself but the treasure that lies at its heart. The adventure concludes Season 5, Year of the Demon.
Written by Mike Shel.
Note: Legacy of the Stonelords is designed for play in the Pathfinder Society Roleplaying Guild. It may be run anywhere by anyone, as long as there are 5 tables playing the scenario simultaneously and are in contact with each other. To inquire about access to this scenario, refer to the Organized Play Convention Support Policy.
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We had an 8 table special, which has been the biggest turnup for the Netherlands thus far, last sunday, in a 7 hour slot.
I was in a group of 5 who played it on the 7-8 tier.
party:
Human Paladin 9, Human Living Monolith 8, Human Bloodrager 8 (Abyssal bloodline), Human Cleric 7 (Sarenrae, Fire and Healing), Human Eldritch Knight 7 (with 1 leveldip in gunslinger and wielding a +1 distracting musket)
We played with this group a couple of times before and knew our weaknesses and strengths, and it was the second time we had that specific GM running for us (the first time was Technic Siege, but we were a bit lower level back then), and we had a load of fun surprising him with our new abilities while going through it.
His portrayel of the NPCs was quite awesome (especially the first combat, where his deep gravelly voice from suffering a bit from a cold was really appropriate).
Combatwise we shined, everyone from the group was prepared for his/her role and the look on the GM's face when he found out that both the Bloodrager and the Living Monolith could grow to large size really quicky was priceless ("Wait, what? There's two of you?").
The Eldritch Knights distracting musket was another source of great joy for us players ("Wait, so I have to make a concentration check when I want to cast at a -5 penalty, okay there goes that spell")
While the scenario is fairly heavy on combat, there are enough oppertunities for other skills to shine, especially knowledges, perception and disable device and even a puzzle for the players themselves.
The aid tokens for interaction between the tables were also quite clever, but I never found out how they came into play in the first place except when another table gave one to ours in order to help out the poor cursed Eldritch Knight.
I played this at PaizoCon 2014 in mid tier (level 6 character at the time, I believe). I had a good time, and liked the mechanics of the intergroup interaction; that worked reasonably well. I brought the wrong character, though. This one is a meat grinder, and you need to have a character who can survive combat after combat. Yes, you need some other skills, but your entire party needs to be able to survive a basic dungeon crawl.
Then story around it was interesting, and John Compton makes a great Kreighton Shane. I'm not sure it all entirely made sense, but then, in character it wasn't supposed to. ("Wait! Where did those come from!" is an entirely reasonable reaction.) There was some good Pathfinder Society bits in here, of exploring and discovering forgotten lore, but it was a bit brushed under the rug in the meat grinder.
Have played (10-11) and run this (5-6), in that order, and this is the first special I've run.
I thought the first part of the scenario felt pretty samey when I ran it, but when I was playing it, it seemed pretty cool. It wasn't until we thought the special was coming to an end that the special really kicks into high gear, and it's this that really makes the special amazing.
While both playing and GMing, our tables felt the pressure to get moving quickly. Justifying the use of timers in a special in this way hasn't happened before, and it was fantastic.
A few problems:
- For players: No 4 player adjustment, again. (a table might survive with 5 players, though)
- For GMs: Stat blocks. The appendix is woefully lacking. Act 2 was accounted for, and that's it? Add it to the page count, guys. We need it. Thanks to whoever added it to PFS GM prep, because without that, we'd be screwed.
- For GMs: That puzzle's colours don't print well. There's an alternate version in PFS GM prep for this as well. I played using the original version and GM'd using the alternate version; everyone I talked to thought the alternate was superior.
- For GMs: Knowing when to report successes isn't especially clear. Scars of the Third Crusade had a similar problem with advancing the 2 tracks.
- For both: You can't reasonably run this special in 5 hours. VO's need to allow leniency on the timers for players to enjoy this one: you want 9-10 hours (which includes a ~45 min lunch break). It might have been possible without Act 5, but I think that's pushing it.
I've only GMed the 1-2 subtier at paizocon, and that was an incomplete playtest, so I'd imagine that not having the final piece of the scenario hurts, as our table got very repetitive at certain points. The scenario is a class dungeon romp, with pathfinders delving into the ruin to discover the secrets of this large dungeon. I like the tie-ins between the Year of the Demon and the Year of the Sacred Key, and this is an excellent kickoff for the latter.
I think higher tiers do much better, in that they have a lot more to pull from (based on what I read), and I think that the final completed product does a better job not requiring so many successes to kill time at certain points in the scenario. I may revisit the "repetitive" review when I GM this later on the full version.
I will say this scenario made excellent use of non-traditional damage resources and party resource drains at the 1-2 subtier.
Announced for July and will debut at PaizoCon! Keep in mind that it won't be available for normal purchase until just before Gen Con 2015 but is available for regional conventions.
any Clue when we who are GMing it at PaizoCon will get it ?
I am setting up PaizoCon GMs' accounts tomorrow to automatically receive it when it is ready. I believe the goal is to have it in your accounts by this Friday evening so you have a full week to prepare.
We aim to get the scenarios to GMs as soon as is feasible. That said, the Friday before the convention weekend is commonly used as our deadline so that GMs have at least a full weekend to prepare. I imagine I'll have more information as we get closer to Gen Con.
Good deal, I am the type of GM that likes to have all the minis for what is going to be in the scenario and that often requires me to paint/purchase things, so I like to have plenty of prep time (Overprepper at times, here)
Very much looking forward to prepping this one. I'm another GM who likes to have 3D terrain and minis that are as accurate as possible. Glad to see it added to the download list, even if it's as a soon to be released.
Now I do have a question about how slotting works. If I am supposed to run 5-8 (and prep 5-8) what are the chances I end up running a different tier? (Wondering if I should be prepping all tiers at some level...just in case.)
You are not expected to prep outside the level range you are given. GMs are usually given two tiers so that tables can be flexible at muster. I'm slotted for 7-11, so I assume I will be prepping 8-9 and 10-11 with the possibility of having 7th level characters as well. (Although they may have made it closer to standard with Tiers 7-8 and 10-11 instead.)
You are not expected to prep outside the level range you are given. GMs are usually given two tiers so that tables can be flexible at muster. I'm slotted for 7-11, so I assume I will be prepping 8-9 and 10-11 with the possibility of having 7th level characters as well. (Although they may have made it closer to standard with Tiers 7-8 and 10-11 instead.)
It's 7–8 and 10–11, as 9th-level character tend to be more flexible in the challenges they can handle (as opposed to a 7th-level character getting drawn into Subtier 8–9).
Hey folks, we're just about to get the PaizoCon playtest version of this Special out the door. There are some rough spots formatting-wise that we didn't quite have time to clean up, but we'll be cleaning those up for Monday. This should still give you plenty to read over this weekend in preparation for PaizoCon.
There are some minutiae that I'm aware of and ironing out for that update:
The duergar have a few quirks, such as the fighters not having their enlarge person effect completely accounted for in their stat blocks. The clerics will also get some onyx for certain higher-level spells.
I'll be expanding the Knowledge check results in Act 1, so don't worry that there's a little less there than there should be.
I have not yet added the Chronicle sheet's boon(s), but yes, they'll be there for PaizoCon.
And a handful of some things that need to be bold or italicized.
Thanks John. Should we check back beforehand to download and print out updated certs?
Yep, that would be best. I'm not sure quite what the system is at PaizoCon, but the HQ for PFS may already be providing Chronicle sheets. I'll let Mike or one of the HQ volunteers confirm.
Thanks Mike, but what I meant was the updated version (with the chronicle sheets and updated knowledge checks) that John mentioned would be out on Monday. My mistake for not being clear.
I've been holding off on printing this for that reason.
Thanks Mike, but what I meant was the updated version (with the chronicle sheets and updated knowledge checks) that John mentioned would be out on Monday. My mistake for not being clear.
I've been holding off on printing this for that reason.
I finished up final revisions this morning, so it should be part of the cue to update soon.
Thanks John, looks great. A few more questions from me:
Spoiler:
Is the extra PP supposed to apply to this cert, or is it just something for next season?
For the second part of the Armorer's District (section A): Do restoration spells heal the ability penalty from the curse trap, at least until the next save occurs? Do they stack? I'm not too familiar with curses. Does making the initial save shake off the curse entirely, like a poison?
How are we supposed to run the Augur's Vapors trap in area D2? The perception DCs are the same, is it just 2 perception checks? What happens if the PCs don't make the 'after onset' check? They take damage from an unknown source?
What if the players (for some reason) actual listen to the demon in F1 and put on the shackles?
Thanks for all the hard work, I'm looking forward to running this!
Can't speak towards the finalized product but we all had fun with the test version at PaizoCon. Next year we will let the GMs raffle off for a chance to run the NOLA table. We will try to better our empty beer count. +points to our comrade in arms (with an injured wrist) who brought out a drink tray fully loaded with beverages during the scenario ;)
I had an amazing time playing this at Paizocon as a Tier 1. I think I can see what's going to be different at GenCon, and I can't wait to see the reactions here on the boards. It's an exhausting, tough scenario that really brought my table together!
John and Mike,
Is there ANYWAY that someone can stay on top of the release dates. This has caused problems before and now this one is showing it should be released and if someone were to schedule this for a game day even (with 6+ tables) then they would not be able to run this. This is unfortunate as it would be fun to run!!
It could potentially screw their schedules up not to mention their potential GM's when they are expecting it.
I know this is a Gen Con event as well was it was for Paizo Con.. but it does say it was released Wed, Jul 30th.
I am not upset but I can see the potential problems have been through them before not to long ago :)
Yeah, its something I've long wished they would add, years. It happens every year with the exclusives. They don't include the year and people assume it means the current year when its usually the next year.
Is there ANYWAY that someone can stay on top of the release dates. This has caused problems before and now this one is showing it should be released and if someone were to schedule this for a game day even (with 6+ tables) then they would not be able to run this. This is unfortunate as it would be fun to run!!
It could potentially screw their schedules up not to mention their potential GM's when they are expecting it.
I know this is a Gen Con event as well was it was for Paizo Con.. but it does say it was released Wed, Jul 30th.
I am not upset but I can see the potential problems have been through them before not to long ago :)
Mike, I believe they are referring to the tag under the price, which just says month and day. If the tech team can make an adjustment to add the year to that, all confusion will....okay, correction, SHOULD be dispelled.
Mike, I believe they are referring to the tag under the price, which just says month and day. If the tech team can make an adjustment to add the year to that, all confusion will....okay, correction, SHOULD be dispelled.
The correction is on their to-do list, but no ETA on it.
I'm hopefully running this for a local game day in the middle of next month.
If it doesn't cause too many spoilers, could someone post which, if any, map packs/flip mats are used? Need to buy them early to get them shipped all the way to Aus.
Does anyone remember what the special replay rules were for the piazocon playtest vs the final product? Just realised I have both chronicles on the same character and don't recall if we were allowed to do this.
You can replay or receive a second GM credit for the final updated special if you played or GMed the playtest version respectively. You still cannot apply the credit to the same character however.
You can replay or receive a second GM credit for the final updated special if you played or GMed the playtest version respectively. You still cannot apply the credit to the same character however.