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I'm running Emerald Spire all the way through for a group using PFS mode. We're only a few levels in so far, and I had a few questions.
Things are in spoiler tags for anti-wall of text and to break things up by topic.
When I first saw this, I thought it was a way to mitigate the fact that playing only modules would put you behind in terms of expected Fame/Prestige given the B hexes, but it looks like it just makes it worse. Participating in the Land Rush just causes you to earn half the Prestige you normally would (less than that, considering how much of it must be played for half credit).
Hex E means you purchase the Country Estate on layaway instead of all at once. So it will be the only Vanity any of the characters purchase since they're so low on Prestige because of the Land Rush.
The reward for the D hexes negates the cost of purchasing the hexes and nothing else. So those hexes essentially do nothing. At least they're not as bad as A.
Hex A: Pay 2 Prestige for literally nothing.
Has anyone done a full run-through of Emerald Spire? Did any players participate in this or did they all opt out?
Is the Lava Lurker's magma ball touch or a regular ranged attack?
So the Shadowfire's Incorporeal Step ability is basically a special Mobility?
Does the Shadowfire creature stay incorporeal while it is attacking during a Spring Attack? Would that have an affect on its melee attack's to hit/damage/etc?
Also, the chronicle on this one is weird. It's kind of punishing players for being clever/diplomatic/not murderhobos. My players were originally going to skip shutting down the Godbox and continue to the next floor after the Stonelord lost his Dwarven dorn-dergar in the magnetic field's disarm, but the player was not willing to lose out on 350 gold to buy a new one. Then they couldn't figure out how to shut it down. They were extremely frustrated and impatient by this point, and were in no state to listen long enough for me to try to come up with a way to explain the solution without just giving it to them. Eventually, I got frustrated with them and just blurted out the solution.
How did this level go for you when you GMed it?
How did you explain the "puzzle" to shut down the Godbox?
No one will have enough Prestige to utilize the Book of the Damned because of the Land Rush. See: My Land Rush comments.
How long would you say time passes for the rest of the party during the eight hours a trapped player spends inside the trap?
The chronicle says, "You can use this boon when casting a non-instantaneous spell that affects an area to apply the Lingering Spell metamagic feat..."
Shouldn't that be an instantaneous spell?
Where is the grate for the Gibbering Mouther? Where does the Gibbering Mouther come out at? I was thinking that it might go from under the stage to where the seats are. If it can't get all the way out due to PC placement, would you say it's squeezing, being partially below the stage?
I'm having the same problem understanding the Huge Gibbering Mouther's stats as I was earlier with the Emerald Guardians.
I didn't bother with the Variant Yellow Creeper.
"...the hellwasp swarm's Disguise check," lolwut
Heart of Nhur Athemon: Players who fall to the curse are required to buy the Remove Curse + Restoration at the end of the scenario? If you purchase spell casting for this, do you need to roll the caster level check to succeed? If you need to roll the check, can you purchase the spell casting at a higher caster level than minimum (which is required to beat DC 30)? If spell casting needs to be purchased, do I worry about the lich resurrecting?
For the Time Lock, do players take the penalties/benefits of aging (or slap on the young template) if their age is pushed far enough?
PFS normally ignores aging effects, but would they apply in this case, since they are being magically aged by a hazard in the mod? Or does it do nothing unless they age beyond the maximum age limit (in which case they die permanently) or they hit age 0 (in which case they...?)?
Maximum age is randomly rolled normally; what is maximum age in PFS? Do I actually roll for the player? Take average of the dice used for their race? Allow them the max rolling dice would give for their race?
Is there a way to undo magically-induced aging?
Does taking the Boon of Abraxas automatically incur an alignment shift/require an atonement?
What does Wish for Recovery do? It looks like it would be used to wipe out any negative boons accrued thus far, but there aren't any negative boons.
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Ok, lets see:
Land Rush:
This is no required. Its a funny option. My players did buy some land, mostly to get the vanities. Prestige counts less as you progress in level as the things you want you'll buy in gold.
Spire Tokens:
From page 20
To use Spire transport, a character must do the following:
• Wear or carry a special transport token.
• Know the identifying rune or mark for the level he or she
wishes to transport to.
• Use a free action to speak the name of the rune.
• Bring no more than one other creature along (this is the
only way a nonsentient or unconscious character can use
Spire transport).
Yes, its an easy way to go back up to get items/magic/stuff. But you need at least two (for a party of four). 3 for a party of six. More if there are pets.
Also, on the way down, you randomly appear next to the spire. If the spire is next to more then one room, roll random for each player.
For example: Three rooms are next to the spire. Roll a D3 to see in which room the players end up on. Do this for every token that is used.
Hiliarity ensues.
Bestiary:
Magma lurker is called out as ranged in the stat block, under offense, so it should be ranged.
Caustic stalker, if they get the acid damage, resisted or not, they need to make the poison save. If they completely avoid getting touched by it, they dont, as they never got into contact with it.
Shadowfire elemental: aw, they have spring attack? I totally missed this when I ran it! Bummer, that would have provided a serious threat.
Anyway, I think if they spring attack, they would remain incoporeal. But it would not affect their ability to hit (it does not change for other incoporeal creatures or effects, so I dont see why it would be different here)
Godhome:
My players were a bit weirded out by the troggs, but they roleplayed magnificently with them.
The meat weirded them out, but they took their time taking the tour and I really put in details about how the Troggs got here and their weird history.
The godbox puzzled them. They did see the slots in the side of the godbox, and they spend a lot of time talking to the troggs, trying to find out what would fit in there.
I only had to give them one hint in the end about the solution. (what is REALLY out of place here?) When they slotted in the doors, they spun a wild tale of the godbox needing a rest, and that this should be a day of fasting. The Troggs were really anxious, but Diplomacy rolls of 30+ several times calmed them down after every door.
They got full XP for this level.
The drowned level:
No drowning. No combat. They convinced JorQual they were friendly and here to help.
Spire Axis:
Devil met smiting palladin. She was dead real quick.
Magma Vault:
The enevitable did not participate. I let it explain to the players that after it got stuck for so long, it would need to meditate to recover.
Tomb of Yarrix:
I let players dissapear the moment they stepped into the first trapped square. This caused the ones staying behind to emediately come and look. Eventually everyone was trapped.
We have not completed the other levels yet.
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Here we go:
The B hexes do give you a fame as well as a prestige so that will raise your maximum purchase limit. The number of hexes total taken affect one of the rewards. Also, I stressed to my players that some of the chronicles interact with the land rush (with no details so as not to color their actions on level 9).
Can't find the reference right now, but if you take no damage from an attack like that you don't get the secondary effect. You do have to save if you take any damage (even if it's only half due to a reflex save).
The magma ball is regular since it isn't listed as touch.
The Shadowfire Elementals have Mobility AND if they move they gain incorporeality for one round. That means any attacks for one round do no damage unless the weapon is magical. Half damage from magic weapons. Full damage from ghost touch weapons.
I gave all the parties an Intelligence check if they were studying the godbox and struggling with how to disable it. (DC 10). When they made it I said "there are six sides and six slots on the box. You're trying to think of what else you've seen six of..." They all immediately twigged to the doors.
John Compton stated that reward format was an experiment. I think Campaign Leadership has realized that was not a good choice for people planning to play their character the whole way through.
Yes, the first one should say "instantaneous"
I would have it come out from under the stairs. It is amorphous so the squeezing isn't too much of a problem.
The hell wasp swarm is pretending to be a dead body.
Time Lock: Per PFS rules the ONLY thing that age does is kill you if you age past max age for your race. This is no exception. I have no idea what happens if you age below 0. I would just say if you are about to go into young age choose to age the character older instead. Let the player roll their max age and record it on their sheet. The only way I can think of to undo aging is a wish. And the only way I can think of to do that is to buy a Luck Blade.
Boon of Abraxas: It doesn't automatically require an atonement for most characters but divine classes (clerics, inquisitors, and definitely Paladins) might need one (give them the tingly "Your God doesn't like this" warning first). If a player has been using the Book of the Damned, that's a negative boon. I might actually allow an aged character to use the boon to get back to "normal" age.
Phylactery: this is problematic. The players will most likely need to do some research to determine how to extract the heart. Which can cause time problems. I kind of read this as the Heart is rebuilding Nhur-Athemon out of the player. Honestly I think it will come down to your group and how much time you have as to how you want to handle this.
They do need to beat the curse DC. You can buy at "higher than base" caster level, but it would most likely require a trip to Absalom to find one who can automatically succeed.
Note that most likely the players will end up in conflict with the inevitables (as the players want to get down to level 16).
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Level 10: Bear in mind that unless the PCs heal him he has very low hit points and may die in an AoE.
He's got regeneration that should get him most of the way healed.
Level 15: If you do the Hold Person/Monsters in a surprise round (which it pretty much is), then either you hit some PCs and can have the Inevitables start yelling at them what are you doing here, this is lawful territory, blah, blah, blah, or they all pass and the Inevitables say please hold you seem powerful how did you get here, etc. Basically, you can easily nudge the PCs into thinking they would have reacted the same way had someone they didn't know was friendly but was suddenly appeared on their doorstep. Also if they save the Kolyarut from 10, he's there and can vouch for them/provide someone for them to recognize.
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Sigh. I was typing on a phone and Woran beat me to most of the good points.
Magma lurker is called out as ranged in the stat block, under offense, so it should be ranged.
The question was if it should be ranged touch or just ranged. Since it doesn't specify ranged touch, it is ranged.
Caustic stalker, if they get the acid damage, resisted or not, they need to make the poison save. If they completely avoid getting touched by it, they dont, as they never got into contact with it.
I had the time to hunt a bit and I couldn't find support for my earlier statement. The closest I found was the description of damage reduction, which says
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
I believe what Woran said is correct. No save if they evade, save if they resist it.
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Assuming they don't toss the heart to Abraxas, my plan is probably to have the character start to get ill and feel like his insides are being eaten away as days pass. The party cleric will have heal and restoration available for casting if needed so I'll allow those to delay the transformation. That will give them time to travel back and find a wizard to cast legend lore. They'll have to get the heart removed using the conditions specified.
Then they just have to find someone to cast the destruction spell since none of them have it on their spell list. Unfortunately that's when things get difficult. It's 7th level so they can't purchase it from spellcasting services (per PFS rules). And they aren't quite 13th level so they can't buy a scroll of it. They can either decide to take the heart back to the Astral Chasm or leave it undestroyed. If they leave it undestroyed that counts as "refusing the wish" in my book.
If they don't destroy it I can make it a menacing presence overshadowing them for at least one more level. No mechanical impact, but I'm certainly not going to tell them that. (Since I'm GMing the same group I'll give them a chance to buy a scroll when one of the characters hits level 13.)
Anyway, I'm personally budgeting a ton of time for roleplaying in this scenario. Even after the end of combat. This is definitely not a 5-hour level.
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When we played our Rogue grabbed it and inevitably failed the save. We managed to remove it with a remove curse eventually and he inevitably died. The scenario is extremely annoying as it does not give any obvious way to learn of the implications of removing it or how you can save someone when you do. Also as restoration has a 3 round cast time it isn't actually possible to save someone with it as you only have a round.
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Spoiler:Given the nature of the Heart and what happens over the few day following the defeat of Nhur Athemon I would be inclined to treat it as a condition which has to be resolved or the character is reported as dead.When we played our Rogue grabbed it and inevitably failed the save. We managed to remove it with a remove curse eventually and he inevitably died. The scenario is extremely annoying as it does not give any obvious way to learn of the implications of removing it or how you can save someone when you do. Also as restoration has a 3 round cast time it isn't actually possible to save someone with it as you only have a round.
I absolutely agree with you on the first part. While in a home game it could make for a very interesting "character problem" it does need to be resolved before handing out chronicles in PFS.
However the second part isn't as dire as you think.
edit: And I just remembered - Level 13 has a fountain that provides greater restoration once per day per PC. If the party can cast remove curse they can just position the afflicted person right at the fountain and start casting.
As far as figuring out what to do... Abraxas can tell the party they need to get the heart out (though he'll probably just say "cut it out") and then as I mention above a cast of legend lore should fill in the rest of the info.