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They started out by thinking about playing down but talked themselves out of it and into playing up when one player changed to his "tanky dwarf fighter". Personaly the only season 4 I have played up in with 5 players has been king of the stairs and it was like a 9 hour game that had us on the verge of a tpk for hours (Myron Pauls ran it it was fantastic!).
Well unless Dennis, Mike or Mark wants to change something I'm going to report the game tonight as a fail and all players getting 0 or in the case of one faction mission 1 pp. The party did not hold the line for even one wave. I can't see Tsuneo finding anything to be impressed about.

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Of course their actions matter. Just because the end result of the scenario is the same for Amara and Tsuneo doesn't mean that the PCs have a great deal to gain or lose in this scenario.
The entire scope of this scenario is about honour, especially personal honour. If a party manages to hold the house and ride to the rescue, they have achieved something awesome. If they failed, even though Amara and Tsuneo lived, they know they were not up to the task.

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Is there anyway to apply the Lantern Lodge GM credit to a character below tier and get the boon?
I ask because I'm GMing this at the end of the month but I don't think I'll be able to get my Lantern Lodge character up to 3rd before August 14th due to the fact I want to play the character rather then dump GM credit on him. Or am I out of luck for the boon?

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Is there anyway to apply the Lantern Lodge GM credit to a character below tier and get the boon?
I ask because I'm GMing this at the end of the month but I don't think I'll be able to get my Lantern Lodge character up to 3rd before August 14th due to the fact I want to play the character rather then dump GM credit on him. Or am I out of luck for the boon?
If the chronicle sheet for Way of the Kirin isn't applied before August 14th, 2013 there is no way to claim the Triumph of the Lantern Lodge boon. Since you can not be a part of the Lantern Lodge after Aug 14 to qualify for it.
Example you're level 1.1 right now.
You GM Way of the Kirin and assign the GM credit chronicle sheet to the level 1 character.
You play two more games and reach level 2. You don't get to play anymore before August 14.
August 14 comes and goes, and you have to switch from Lantern Lodge to a new faction(lets say Grand Lodge).
You play three more games after August 14 as a member of the Grand Lodge.
You reach level 3 and apply the chronicle sheet from Way of the Kirin. You apply the boon as if you're a member of the Grand Lodge, and you would get the True Ally of the Lantern Lodge boon instead of the Triumph of the Lantern Lodge boon.

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My group has learned that there is no choice about playing up in Season 4. You play down or you die. :)
Crazy talk. I ran this on Wednesday. Had 4 players, half of which played up. We did not do the optional encounter and I accidentally scaled the alchemists based on the lower tier, but still...
1. They earned no defense points and
2. I neglected to scale down (for 4 players) one Xun Strangler out of the first encounter and
3. I chose not to scale down the last encounter either
So what they faced was:
Encounter 1: 2 Xun Stranglers, 6 Conscript Troops (just under CR 10)
Encounter 2: 3 Saboteurs (CR 6)
Encounter 3: Shimazi, 1 Xun Strangler, 1 Saboteur (CR 9)
They said they felt challenged, which is good, but no one died and they were never in serious trouble, even after a Strangler dropped somebody off the cliff. So, there you go.
I think you'll find if you look at this mod, that the supposedly impossible challenges that the party is supposed to face if they earn no defense points are actually just about what should be the right level of normal everyday challenge for a group of six PCs, if the characters are fairly (not even maximally) optimized. Season four is, from what I've seen, a big improvement. But I'm still not impressed so far by its supposed deadliness. The CR system as it stands simply cannot routinely challenge optimized (or even only moderately optimized) characters.
Incidentally, I did have a lot of fun running this mod, although I think it has some big flaws. And in my defense, some of my scaling screw-ups were due to last minute scheduling shenanigans by other parties, which saw the tables totally reshuffled right before play.

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If the chronicle sheet for Way of the Kirin isn't applied before August 14th, 2013 there is no way to claim the Triumph of the Lantern Lodge boon. Since you can not be a part of the Lantern Lodge after Aug 14 to qualify for it.
Example you're level 1.1 right now.
You GM Way of the Kirin and assign the GM credit chronicle sheet to the level 1 character.You play two more games and reach level 2. You don't get to play anymore before August 14.
Since you have to pick the character when you play, you could argue that the chronicle sheet is on the character when you DM, not when you hit level 3.
Its something they really should weigh in on.

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Brian Lefebvre wrote:If the chronicle sheet for Way of the Kirin isn't applied before August 14th, 2013 there is no way to claim the Triumph of the Lantern Lodge boon. Since you can not be a part of the Lantern Lodge after Aug 14 to qualify for it.
Example you're level 1.1 right now.
You GM Way of the Kirin and assign the GM credit chronicle sheet to the level 1 character.You play two more games and reach level 2. You don't get to play anymore before August 14.
Since you have to pick the character when you play, you could argue that the chronicle sheet is on the character when you DM, not when you hit level 3.
Its something they really should weigh in on.
You could argue that, but the Chronicle sheet is only held for the character until they reach the appropriate level. It is not added to the character's stack of Chronicle sheets and does not covey any benefits to the character until they reach the lowest level of the adventure's Tier.

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Not having seen the AR yet, is the Boon specifically defined as being applicable to out of tier characters on the HIGH end?
If you mean applying GM credit to an out of tier character. the chronicle sheet does NOT mention this. But Mike Brock states up thread that this is legal and his statements are binding on PFS.

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Not having seen the AR yet, is the Boon specifically defined as being applicable to out of tier characters on the HIGH end?
In order to play the scenario you must use a level 3-7 character just like normal.
GM credit can be assigned to a character of any level(even lvl 8+), but must be applied before August 14th in order to claim the special Lantern Lodge boon.

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How mean of a GM would I be if....

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How mean of a GM would I be if....
** spoiler omitted **
Yes, the stranglers can easily bind a character and kill him in the following round.
People getting 'clever' with overly lethal tactics should probably read this
(Twice)

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OK, so it is well beyond the intended lethality. Good to know, because, like I mentioned, all of the components of the spoilered tactic are included in their tactics, though not specifically in that combination.
I suppose it would be kind of wrong to lure unsuspecting Lantern Lodge members to their watery graves!

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If the party (or certain parts of the party) skip the tea party, how much extra prep time does that get them, an hour?
Interesting question. I think an hour would be reasonable.
Although the Defense Points have no upper limit, they do have a functional limit (4). As a result, acquiring an excessive number of Defense Points shouldn't hurt the scenario and may be just what a player is looking for as part of a fulfilling gaming experience.

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BigNorseWolf wrote:If the party (or certain parts of the party) skip the tea party, how much extra prep time does that get them, an hour?Interesting question. I think an hour would be reasonable.
Although the Defense Points have no upper limit, they do have a functional limit (4). As a result, acquiring an excessive number of Defense Points shouldn't hurt the scenario and may be just what a player is looking for as part of a fulfilling gaming experience.
Ya my Andoran Dwarf Inquisitor of Cayden heard tea party. Told everyone "to hell with that, I'll be outside with a real drink." Then proceeded to try and get drunk off the gallon of ale and wine he brought with him. He never got drunk and was pissed off the rest of the scenario. :D

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Ya my Andoran Dwarf Inquisitor of Cayden heard tea party. Told everyone "to hell with that, I'll be outside with a real drink." Then proceeded to try and get drunk off the gallon of ale and wine he brought with him. He never got drunk and was pissed off the rest of the scenario. :D
When a westerner started mocking tea, my lantern lodge character kindly informed him that tea was such an important drink in the east we included it in the continent's name.

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Ran this cold yesterday with only 1 hour prep (had a GM call in sick last-second). I really liked the way things are set up for the house, for the defense points, and the overall "feel" of the scenario.
I also *loved* the mad soothsayer / fortune cookie idea presented above - it helped my only criticism of the scenario, which was how to get PCs to set up fortifications before the tea ceremony without either expecting them to be paranoid or tipping them off ooc.
My party did a great job with the barricades, got a good shot off with the catapult, set bear traps and trip-lines out all over the place which prompted the conscripts to slow down their advance even more looking for potential traps all over the place, and the party's Wayang illusionist sent a Kirin flying around at them as they approached, which helped as well.
At the 3-4 subtier, some of my players actually said that, while the house-defense was amazingly fun, that they never really felt super-challenged except during the optional encounter (and that only because I landed a critical hit with a great-club dropping their bard to -8 with 12 con in the first round of combat). I know the Xun are pretty bad-ass, but maybe including just one of them might have spiced things up for that final encounter (the party had a few people who had seen fuse grenades before, so they picked it up and threw it back on the very next action after the saboteur threw it at their feet...funny moment to be sure, when it got tossed back and forth twice before it went off just behind the BBEG).
All in all, a great scenario!

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Abyssian wrote:How mean of a GM would I be if....
** spoiler omitted **
Yes, the stranglers can easily bind a character and kill him in the following round.
People getting 'clever' with overly lethal tactics should probably read this
(Twice)
Well, I ran it tonight and, looking back, I think the stranglers would actually have a pretty tough time of tying 'em up before tossing out to sea. With the close quarters inside the house (my players stayed on the first floor), there just wasn't a place to "safely" tie anyone up, even with Greater Grapple.
All in all, this was a great scenario to GM. I feel like the encounters were just the right level of challenge; the players were generally just starting to get frustrated moments before the tables were turned and the good guys managed to pull through. For instance, the Ogre Mage was toying with them, keeping safe via darkness and fly (I made up the ceiling height of the tunnel- 30' since I couldn't find one) while hacking at whoever seemed the most vulnerable, using his cone of cold when everybody got all bunched up, and generally just causing havoc. Then they dispelled the darkness and blasted him for about 3/4 of his hp, so he gassed up and rolled out. (I figured his morale would be about the same as the 3-4 guys)

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I ran this recently. My players did me the great favor of spreading out and failing to barricade the first floor windows, in addition to playing up. So while the mooks rushed in to occupy some of the people on the first floor, the Xun Stranglers flew into the upstairs and tied up the gunslinger in no time (a very satisfying moment, since gunslingers usually wreck my fights), and then proceeded to tie up everyone who came upstairs to rescue him, including the high-Ac-low-CMD tank. Eventually, they managed to free a couple people by using explosives to burn away the ropes and brought down one of the stranglers at the same time, so then they were able to finish the encounter, but it took us about 2 hours for that single fight.

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Also ran this recently and was fortunate enough to have a party of (5) players who were all Lantern Lodge. They were all so invested and into it, it was great. I skipped the optional encounter due to time constraints. One thing I didn't anticipate is that they players really engaged the conscripts who were firing pitch-covered arrows in Wave 2. They were completely surprised by a pair of saboteurs sneaking in through the bay windows (and failed their perception checks to notice them).
The alchemist's fire that everyone had worked in the PCs favor. For example, they used all of it from the dead bodies of the conscripts - 13 flasks - and added it to the stuff in the catapult. Also, the bard cast
In the final battle, one PC died as a result of a critical hit from the BBEG. Luckily, the kirin have wish once per week and he was deemed worthy of resurrection given Amara Li's explanation of his sacrifice for the lodge. So I had my first PC death, but everyone was all smiles at the end.

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In the final battle, one PC died as a result of a critical hit from the BBEG. Luckily, the kirin have wish once per week and he was deemed worthy of resurrection given Amara Li's explanation of his sacrifice for the lodge. So I had my first PC death, but everyone was all smiles at the end.
That would be the kirin from Tricky Owlbear Publishing, Inc. Said version is CR 13, whereas the kirin in Pathfinder are CR 7 base (Pathfinder RPG Bestiary 3 168) and have no access to wish. Be careful about which source you pull creature stats from in Pathfinder Society.
Especially when it comes to creatures that have access to wish I make an effort to note whether such a creature still has its wish for the day/week/month and whether or not it's willing to expend it on the PCs' behalf.
That said, I'm glad that you enjoyed the scenario.

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In the final battle, one PC died as a result of a critical hit from the BBEG. Luckily, the kirin have wish once per week and he was deemed worthy of resurrection given Amara Li's explanation of his sacrifice for the lodge. So I had my first PC death, but everyone was all smiles at the end.
That wasn't reported as PFS or chronicles given, right? ...considering that is illegal. Not in the scenario, not available. Unless very specifically stated (or a PC cleric with breath of life/raise dead in higher levels), dead means dead and costs gp or PA to come back.

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I had a fantastic time with this scenario today and have given it a new five star review.
Norse - please don't let the players skip the tea ceremony, it can be a wonderfully delicate roleplaying situation amidst a sea of blood, explosions, fire and violence. It's the calm before the storm and from my experience today, I don't think the scenario would work half as well if there isn't the chance to bond with Grampa Miyagi, uhh, I mean Iko Tsuneo.

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Okay, I played this game last Wednesday on the lower tier. Never have I been as firmly convinced that character power has at this point totally outstripped mod difficulty, and the CR system in general. I want to stress that the GM, god bless him, did a great job. But his hands were tied by this insistence from the devs to run the mods as written, and it was terrible.
Without going into too much detail, we pwnd everything. Shimazi, the BBEG, went down on ROUND TWO. And lest someone think all this was the result of my own super optimized character, I was actually playing by far the weakest link. I did zero damage to Shimazi. During the first wave, I waited by one of the doors that the enemies were trying to break through, only to have them killed by the alchemist's bombs before they even got inside.
I want to quote Mark Moreland now:
"The chances that a single method of scaling encounters will ever be both simple and comprehensive enough to do justice to what is a complex rules set and a campaign shared by tens of thousands of players is very low. No matter what method were employed, someone would feel it didn't meet their specific needs; it's a rabbit hole of back and forth adjustments to try to eventually, maybe, hopefully someday, find the right solution...
I get that people want more control as GMs, and we'll continue to look for ways to stretch what the campaign permits. Antagonism and ultimatums don't help make a strong case, however, and actually make it less likely that we devote our valuable time to reading such comments."
First, let me say that I actually appreciate this response of his, and I understand where he is coming from. The attitude he expresses here, however, is ultimately unacceptable, for a number of reasons.
1. "Eventually, maybe, hopefully, someday" is too long. The situation can be addressed more easily and quickly than Mr. Moreland thinks, if the devs simply stop resisting the idea of doing so. Mr. Moreland seems to think that the idea of officially scaling mods is impossible. Well, it is not only possible, it as absolutely necessary, because...
2. Character power has, in many groups, vastly outstripped the CR system. I've posted about it before and so have other people. GMs are therefore left with a choice between running a very poor game as written, or illegally altering the mod themselves in order to run an enjoyable, challenging game. This is a big problem, because...
3. As more GMs realize this, more of them will simply start ignoring the devs' authority on this issue. Plenty do this already (and openly post about it here). At some point in this process, the devs' authority will become completely compromised, which I think would be bad as it disrupts the entire idea of organized play. But currently, they are putting people in an impossible position, and complaints to the contrary are simply met with the response, "PFS is not for everyone, so leave and find a home game." Do the devs honestly not realize that many of us go to PFS precisely because we can't find a home game, or don't have the time to devote to it?
4. "Antagonism and ultimatums...make it less likely that we will devote our valuable time to reading such comments." I understand that people frequently become excessively provocative during thread posts. I am not condoning that behavior in myself or anyone else, but I do think that it should be part of the devs' job and responsibility to remove emotion from the equation and examine the content of the complaints. We do them and the game a disservice when we kowtow to them here, and they do the game a disservice if they engender such behavior. I am not trying to antagonize anyone by saying anything in this post, by the way. It is only my analysis of the situation.
My conclusion is that the devs have two options. They can find an official way to allow GMs to scale mods (there are many options for how to do so), or they can ignore the problem and deal with an increasingly unruly player base (leading to either the devs' eventual irrelevance, or to absurd and alienating assertions of authority and crackdowns on their part).
As for scaling mods, I believe there are two basic approaches:
1. The devs can empower local venture captains to permit GMs in their area to alter mods according to their discretion and the needs of the region/player base.
2. The devs can create difficulty scaling sidebars, or some similar mechanic, that more specifically spells out scaling choices available to GMs within a mod, if they are seeking a greater or lesser degree of challenge.
Again, I do not seek to provoke, antagonize or disrespect anyone with this post. I honestly think that the conclusions I draw here will eventually be seen as inevitable.

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I had a fantastic time with this scenario today and have given it a new five star review.
Norse - please don't let the players skip the tea ceremony, it can be a wonderfully delicate roleplaying situation amidst a sea of blood, explosions, fire and violence. It's the calm before the storm and from my experience today, I don't think the scenario would work half as well if there isn't the chance to bond with Grampa Miyagi, uhh, I mean Iko Tsuneo.
I try to lay down as little track as possible, or at least to have junctions prepped they can follow...
Preparing for the worst. My surprises will be pleasant

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PCs vastly outstrip the CR system. Why does it fall fully on the GM (or the Campaign staff) to 'fix' the problem? Neither of these groups need the work of reinventing the CR system, nor is it their job.
How about these players actually tone down their characters? If they really want a 'challenge' then try playing a less optimized character.
I actually wish there was a baseline for what PCs 'should' be able to do at a certain level (a bit like the page in back of the Bestiary that gives a rough idea of what a critter of a certain CR could do.)
Dennis, I played this on the weekend and found it pretty challenging, that said I was playing a fresh level 3, in tier 6-7.
I've also been playing a PC in PFS on my personal 'nightmare' mode, as you suggested and it has been lots of fun. [Min stat 12, max stat 16, no PA allowed to be spent, no cloak, belt, or headband]. It's been tough but I'm enjoying the challenge.

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How about these players actually tone down their characters? If they really want a 'challenge' then try playing a less optimized character.
This only works if everyone at the table does it. Otherwise everyone else keeps blowing things away with TNT while you're whittling with a dull kitchen knife.
.. and then it hits a point where everyone at the table has a dull kitchen knife, they get their keisters handed to them, so they go back to the TNT.
I actually wish there was a baseline for what PCs 'should' be able to do at a certain level (a bit like the page in back of the Bestiary that gives a rough idea of what a critter of a certain CR could do.)
Too many incomperables. Theres no way you can see how much ac or DPR you should be loosing for the ability to make a diplomacy check.

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When I ran this, the players hated the stranglers… they used the heck out of liberating command was their salvation. The stranglers are meant to eliminate people from combat without being too deadly. It can shift the odds in a hurry though.
Heh, I honestly never really figured anyone would play "Nightmare" mode :D

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This only works if everyone at the table does it. Otherwise everyone else keeps blowing things away with TNT while you're whittling with a dull kitchen knife.
I suspect there might be some middle ground between the TNT and the dull kitchen knife, perhaps aim for that. :-)
Too many incomparables. There's no way you can see how much ac or DPR you should be losing for the ability to make a diplomacy check.
I did say it was a 'wish' and I know it would be really tricky to cover every possibility, but an experienced player can usually tell pretty quickly if you are pwning the encounters or being taken to the edge of a TPK.

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It might be helpful if you actually described some of the perceived issues. You've spent a lot of words on ranting and not much on actual details of where there were problems.
What tier did you play? How many people in your group? How did the encounters play out?
I tried to be fairly scrupulous in avoiding a rant-like disposition with that post. Not exactly sure, after this comment, how I am supposed to express my problems with a mod/the system without being accused of "ranting."
I am also not sure how specific you'd like me to be. I said that it was low tier and gave a couple of quite specific examples of things that I considered problematic. Do I need to give exact stats for the entire party? What, exactly, will satisfy you?
I avoided going into more details than I did because I felt they would detract from the broader point, which was about the system in general. My main problem with 4-21 was the same as it always is: the fights were far, far too easy. I believe (since you asked) we had five players, three level three and two level fours. We defeated everything with such ease that I was entirely bored, which was far from a new experience with PFS. I will reiterate that we dropped Shimazi, the boss, on round two (and then dropped his saboteur friend on the next round), and did so despite the fact that I myself did zero damage to him. I was very much the dull kitchen knife guy mentioned above, while everyone else was throwing TNT, which made the game simultaneously boring and frustrating.
In a sense I am not actually critiquing the mod. The fights in the mod are written correctly and professionally according to the dictates of the CR system. The trouble is that the CR system as written is simply not suitably challenging for most of the PCs that I see being created in PFS. Them's just the facts. Now, of course I have no doubt that this is not true everywhere. But it is very true here in New York, and I have heard many, many reports (here on the boards and in person) of it being true in several other cities.
Let's look at the first wave. Four conscripts? Really? What exactly are four 4th level warriors supposed to do to an even slightly optimized group of 5 or 6 third to fourth level PCs who are, furthermore, enjoying the benefits of superior position? Just do the math. Even at that level, it is trivial for PCs to acquire:
1. AC 25+
2. Attack Bonus +12 or higher
3. Average Damage of 20+ points per hit
And that is without using any kind of really clever shenanigans of the sort that were so prevalent in 3.5. And four generically built 4th level warriors are supposed to be CR 6??! How is the inbalance of this not utterly apparent to everyone? Why do we even have to have this debate? Okay, maybe now I'm ranting, but it's honestly frustrating.
I know many people will say that the solution is just for people to make less powerful characters. While I understand where this point of view comes from, it is simply infeasible as a solution, the reasons for which have been explained ad nauseum in other threads.
If the system permits characters to be created that easily exceed the power level of the CRs as written (and it does), then the CR system (if it is to remain relevant and useful) needs to become more flexible to accommodate those builds. This is a simple and logical conclusion. This debate needs to end and action needs to be taken in this direction.

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Let's look at the first wave. Four conscripts? Really? What exactly are four 4th level warriors supposed to do to an even slightly optimized group of 5 or 6 third to fourth level PCs who are, furthermore, enjoying the benefits of superior position?
Make them spend daily resources if they don't realize these mooks aren't a threat.
Reinforce the character of Mikogu as a heartless and terrifying commander that throws away troops.
Make the group overconfident and in a position to be caught unaware by the saboteurs.

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I avoided going into more details than I did because I felt they would detract from the broader point, which was about the system in general.
You should probably bring this up in general discussion then.
Let's look at the first wave. Four conscripts? Really? What exactly are four 4th level warriors supposed to do to an even slightly optimized group of 5 or 6 third to fourth level PCs who are, furthermore, enjoying the benefits of superior position?
TriOmegaZero rather succinctly summed this up, but I want to point out that at no tier does this scenario have "4 conscripts". At Subtier 3-4, there are 7 conscripts, which is reduced if the players were pro-active and whittled down enemy numbers first using the catapult or area effect spells. The next encounter is similarly scaled down.
I know, kind of odd how choices made earlier in the scenario affect how difficult the later encounters are, but there it is.

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I keep having issues over how the boon for this retirement scenario works. Here's my latest problem:
Seekers (previously known as retired characters) are offered the opportunity to accomplish one last major mission for the Pathfinder Society: participating in a Seeker story arc (previously known as a retirement arc).
To play a Seeker (Tier 12) story arc, the character must start it with exactly 33 XP. If a character is used to play an 11th-level module starting at 31 or 32 XP or a Tier 12+ special scenario at 12th level, thus ending the module or special scenario with more than 33 XP, the character receives full credit for the module or special scenario, but may not play any part of a Seeker story arc (except for a few grandfathered exceptions—see the Pathfinder Society FAQ).
So my Lantern Lodge character is level 12. I am crazy eager to apply this chronicle to him - he's been with Amara and her gang for two years, he has never changed faction, he has never accepted pregen credit.
But because of this paragraph from the Guide to Organised Play, he can either wait to take on Eyes of the Ten, or the character can retire forever with the Triumph boon. He can't do both. I can understand this ruling for someone who took on The Ruby Phoenix Tournament at level 12, but for someone with +3k gold and +2pp? Really?
I would happily swap out one of my 7-11 tier chronicle sheets to receive the WOTK chronicle sheet instead.
I'd be happy to completely remove the bonus to exp, gold and prestige granted by the WOTK chronicle.
I am also happy to hold off on applying the WOTK chronicle, wait until he's finished Eyes of the Ten, THEN apply the WOTK chronicle to him. Can I do this?
I accept that this situation is incredibly niche, but would love to receive some guidance or a workaround to have my Lantern Lodger participate in the end of his faction AND still get the chance to take on the Seeker Story Arc when the opportunity arises. Thanks for the assistance.

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Yes, but you need to get it done before the August 14th deadline.
Oh dear. In my neck of the woods, completing the entirety of EotT before mid August is straight out impossible.
Can you define 'get it done'? Could I finish EotT part 1, then apply the chronicle? That is exceedingly unlikely, but not impossible.

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You would need to complete the whole series before you could apply the cert for WoTK, which honestly if you start soon should be a fairly easy process (the whole series is about 30-35hrs of gaming). Which considering there is 8 weeks to go gives you enough time if you start fairly soon and play for 3-4hrs per week (one night a week). Start the first part on a weekend as depending on the party you might need 5-6 hrs on day one (or you would have to stop mid battle which can be a pain in a once a week game).

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Playing it isn't the issue, waiting for Victoria, Australia to produce 2-3 more level 12 Pathfinders is the main problem.
Scheduling the games required to get 2-3 new level 12 adventurers, then finding 4-5 game days when everyone in that party is available is yeah, not likely to happen before August 14.
Surely the common sense approach is to accept that the scenario has been run before the August 14 deadline, and has been reported before the deadline. The credit is reported to the LL character but cannot be received until EotT is completed in order to abide by the 33XP ruling.