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On the first couple reads, I'm excited. I'm wondering how best to organize myself for it, but I'm excited.
Let's start with some questions.
1. How do the elemental manifestations trigger? It's pretty clear that areas become cleared in Part 2 from 2/3 and 4/3 * tables successes in that element, but what's not clear is how many successes are required to trigger the elemental manifestation for each element.
2. In areas C1, D2, and F2, the PCs can find a small cache of supplies. In one of the common encounters, the PCs earn everything from their subtier and below, but in the C1/D2/F2 cache, that's not e case. Is that intentional?
3. In part 2, do Common encounters count for successes in the area that we run them?
4. How long should the time be overall between encounters in H3? (This matters both for tracking duration of minute/level buffs and if one PC goes "screw the puzzle box, I need to heal you all".)

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It's usual for the specials that the creature placement is left off the maps. It gives the GM more freedom to position the monsters based off how the party is doing. If they haven't been blowing through resources, then place them in a harder position. There's only one encounter that feels a little strange for that, which is in my additional questions below.
More Questions!
B3 - I presume Ayzrul's Elemental Channel ability is supposed to be for Earth?
C3 sorts Chalchikosi with this encounter, but then says to run it after any encounter in area C. Is it really intended that on 10-11 I use this right after C1 despite being with C3?
G3 mentions to "begin one of the Native Creatures encounters". Is this supposed to say Common encounters, or do you specifically want the Native Creatures Common encounter?
H1 - how big is the hole full of ropes? Where should it start on the map?
H3 - Does doing the Disable Device check for a circle bypass its hardness?

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Oh I think I might be able to answer some of these questions. I have some guesses about the others, but I think I'll leave it to John or Linda to avoid any confusion.
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1. Have a guess, but not sure enough to answer /may have changed in development.
2. It's not as clearly spelled out as in the common encounters, but after listing the 1-2 items, it says the PCS "also find", so it's the PCs tier and everything below for what they find, just like in that common encounter. I was just trying to say it in as few words as possible. Sorry for the confusion!
3. Have a guess, but not sure enough to answer /may have changed in development.
4. Have a guess, but not sure enough to answer /may have changed in development.
B3 - yes, elemental earth.
C3 - Chalchikosi is supposed to show up after the encounter in C3 concludes, as I wrote it unless it changed in development.
G3 - it's supposed to be the specific native creatures encounter from the common encounters list.
H1 and H3 - Have a guess, but not sure enough to answer /may have changed in development.
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Again, caveats that changes may have been made in development.
Thanks to all the GMs running this. :) Please PM me if there's non-mechanics questions I can answer to avoid putting out too many spoilers [following Mikko's excellent example in the 8-02 thread]. See you at GenCon!

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First, thanks Matt for answering what you could. I may have some more questions as I continue to prep this, we'll see. This is definitely one of the more complicated specials so far.
Secondly, I've started putting up what's gonna be a ton of prep for this scenario on pfsprep. Currently up is the 10-11 annotated stat blocks as well as a series of player handouts and gm organization sheets. A highlight in that last one is a sheet that gives a brief rundown of each encounter in a table form and a time tracker for answering the inevitable question "How long has it been since X encounter?"
Some of it duplicates the work that Landon did, mostly because I already had it in the word document when he posted. (But honestly, I think I'm going to take his GM cheat sheet to use since I really like the way the tables are laid out.)
The thread is on PFSPrep, and I'll let y'all know when I have more up.

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Given that the listed CR works for only having one cleric, I would assume that only one is correct.
You guys want some more things? How about cards for each of the environmental conditions/rewards in Act 2? They're available, once again, on pfsprep.

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Given that the listed CR works for only having one cleric, I would assume that only one is correct.
You guys want some more things? How about cards for each of the environmental conditions/rewards in Act 2? They're available, once again, on pfsprep.
These are awesome! Thank you for doing them! :)

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It looks like the map on Page 8 is the overview map for this special, but the individual GM copy doesn't have the various districts labeled. (But given their connections, it shouldn't be to difficult to figure out.)
And honestly, as table GMs it's not that relevant - you'll have the overhead to view anyway.

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The one big question I have, is when elemental events happen, are the enemies equally affected, should one hapoen in combat?
The effects were written as indiscriminate about who they affect [hits everyone]. It states some exceptions based on types and subtypes in the effects. *
*usual caveats about development having final word on the matter.

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Wei Ji the Learner wrote:Have you emailed the proper authorities already?
I'm attempting to prep this for GenCon subtier 3-4. I haven't gotten my digital copy yet.
Yes, email has been sent along, but trying to be pro-active to get as much done 'on the side' so it's less work when I get the actual material.

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Due to printing errors, I have extra copies of map B3 (the gateway). They don't quite make it to the southern end of the map, but they're better than nothing. One stops at the southern stairway and the other gets to the trapdoor on the southern tower. I'll bring them and will give them to whoever wants them.

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Noticed an error in subtier 7-8.
Encounter C1 lists
Interestingly,
I wonder if the appendix is wrong or the monster listing is wrong?

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So a few of us got together to compare notes today. Some questions we had:
In area D2, the creature is referred to as a spirit. Does it resolve it's attacks to touch and/or is it incorporeal? Our reading from the scenario itself was no to both, but thought I'd ask.
In H1, at the 5-6 and 7-8 an enemy can teleport PCs back to the top (300 ft. up), there are notes about the platform moving, etc. if it floats away while they're climbing down (easily possible) what happens to them? Do they catch a different platform, if so do they fight more cultists? Do we ignore the platform movement and have them rejoin the party (after the delay)?
In H3, do the disable device checks to break rings bypass hardness? Our reading was no, so it would take a minimum of two checks to break the rings (even with the best result, due to the hardness).

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Does the scroll of restoration on page 13 contain the 1,000 material component to remove a permanent negative level?
I assume not, but I thought that I would bring it to everybody's attention so we are all on the same page.

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Does the scroll of restoration on page 13 contain the 1,000 material component to remove a permanent negative level?
I assume not, but I thought that I would bring it to everybody's attention so we are all on the same page.
Scrolls are assumed to have the maximum necessary components expended, so yes, the scroll is as potent as it appears.

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Michael Eshleman wrote:Scrolls are assumed to have the maximum necessary components expended, so yes, the scroll is as potent as it appears.Does the scroll of restoration on page 13 contain the 1,000 material component to remove a permanent negative level?
I assume not, but I thought that I would bring it to everybody's attention so we are all on the same page.
Wait hold on, we're assuming that now? Sweet!
*goes back and edits documents*

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Michael Eshleman wrote:Scrolls are assumed to have the maximum necessary components expended, so yes, the scroll is as potent as it appears.Does the scroll of restoration on page 13 contain the 1,000 material component to remove a permanent negative level?
I assume not, but I thought that I would bring it to everybody's attention so we are all on the same page.
O.O
Okay then...Not to derail the thread, John, but this may warrant a discussion about scroll purchases in PFS - as I know some people who have bought 100gp Restoration scrolls for the ability to remove multiple temporary negative levels in one go.

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John Compton wrote:Michael Eshleman wrote:Scrolls are assumed to have the maximum necessary components expended, so yes, the scroll is as potent as it appears.Does the scroll of restoration on page 13 contain the 1,000 material component to remove a permanent negative level?
I assume not, but I thought that I would bring it to everybody's attention so we are all on the same page.
O.O
Okay then...Not to derail the thread, John, but this may warrant a discussion about scroll purchases in PFS - as I know some people who have bought 100gp Restoration scrolls for the ability to remove multiple temporary negative levels in one go.
Fair. Let's table that until I am not packing for a flight to Gen Con. At the very least, these scrolls of restoration are built with the full 1,000 gp in mind.

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Are the various tech items in this scenario timeworn? I think the standard assumption in PFS is that all tech items we find are timeworn, but I want to confirm. What about the pressure suits?
Should we have the glitch table handy? A quick search did not turn up the keywords 'glitch' or 'timeworn' in the scenario.
Sorry for the piecemeal questions. I finished assembling/creating my pawns for the scenario and now I'm working through the various treasure items, but haven't had a chance to actually read the scenario.
EDIT
Also, are the tech items fully charged? I assume that any charges used by enemy monsters are deducted.

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The guns have their charges remaining listed on page 36 and are listed without the timeworn quality. The pressure suits are not technological in nature. So looks like no timeworn stuff here.
(Which isn't the first time there's been non-timeworn technology in PFS...)

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The guns have their charges remaining listed on page 36 and are listed without the timeworn quality. The pressure suits are not technological in nature. So looks like no timeworn stuff here.
(Which isn't the first time there's been non-timeworn technology in PFS...)
Right facepalm, the pressure suits are magic items from Distant Worlds. And I read the charge listings for those weapons, that information just didn't stick in my brain for whatever reason (probably my desire to get this done by a semi-reasonable hour tonight and that I've been working at this for almost twelve hours (with maybe an hour worth of breaks in there).
Thanks James!

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I've not judged for PFS at Gen Con before.
Do I need to print out the chronicles in advance, or will they be provided?
If I do, what is the Event Code for Gen Con 2016?
Thank you for your time in advance!

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Ename has no stats. She's not listed in the monster chapters by name nor as a Yai Oni. And I'm not buying an adventure path volume just to get the stats for an optional / hard mode monster.
Page 103, listed under Oni.
In other news - I finished all the monster and item notes for each subtier. You can find them, as usual, on pfsprep

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John Compton wrote:Michael Eshleman wrote:Scrolls are assumed to have the maximum necessary components expended, so yes, the scroll is as potent as it appears.Does the scroll of restoration on page 13 contain the 1,000 material component to remove a permanent negative level?
I assume not, but I thought that I would bring it to everybody's attention so we are all on the same page.
O.O
Okay then...Not to derail the thread, John, but this may warrant a discussion about scroll purchases in PFS - as I know some people who have bought 100gp Restoration scrolls for the ability to remove multiple temporary negative levels in one go.
I figured that John's statement was just for found items during scenarios. I don't think it should have any effect on PC's ability to purchase cheaper resto scrolls to get rid of temporary negative levels or ability drain. I'll stop derailing the thread.

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my brain hurts, even with James's fantastic prep stuff. Do I have this right, a party of murder hobos going earth can have upwards of 16 battles? crazy. This is like prepping 4 scenarios with all kinds of made up rules and than letting them pick on what to play.
Question on the wards and orb. Do all the PCs have to fight the golems? Why not half fight and other break the wards? Or, better yet, a well placed wall of force.