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Frankly, I am kinda happy that there is no ACG component... for a lot local players they would have to decide between playing the ACG part or playing the RPG part... and since all our players are primarily RPG players it's kinda impossible to schedule ACG tables of this.
Maybe there is some design space for a theme appropriate prequel to the multi-table specials, maybe with a bit of support for the RPG part should things get hairy.

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10-11 Subtier Question:
Part 1, "The Devil's Due" lists the Mother of Spikes as an Advanced Giant Barbed Devil on page 18, but the stats presented on page 81 list her as Medium sized. Should we apply the Giant template to the stats from page 81, or ignore the Giant template on page 18?
Thanks!
Apply the giant template.

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I've got another read-through or two to do, but I'm currently a little unsure on how the traps in A3 are triggered and/or moved by the runes
Good question: The activation area is a 20-foot-by-20-foot space centered on a swarm.
With Trap Control, they can move just the activation area without moving themselves. In this case, the activation area says put until the swarm moves back over the activation area or uses Trap Control to move the activation area back to itself. Once the activation area and swarm occupy the same space again, they "snap" back together and move at the same time.
The intention was to give them a way to threaten different creatures outside of their area and within it. PCs have a tendency to spread out when fighting swarms (as they should); Trap Control gives the swarm a way to counter that strategy somewhat.
For Trap Control's standard activation to activate, this can only be used when the trap is ready to trigger but the PCs are more than 20 ft. away from the area. The swarm can move the trap closer to the PCs and then use a standard action to trigger it (catching them in the burning hands or fireball blast, for example).
EDIT: Please note that the swarm is merely disabled for 1 minute if it's hp drops to 0. After that minute, it resumes defense of the museum at full hp. This gives the PCs 10 rounds of time to attempt the skill checks while unmolested. If your party is having trouble making the skill checks, they may be able to get an aid token from another table that has an automatic skill success. The PCs do not gain a success if they only lower the swarm's hp to zero and move on; they must prevent the swarm from coming back.

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Since I know some people are looking forward to it, my stat blocks for Parts 1, 2, and 3 are up on pfsprep.com.
(I split them up into different parts since some parts will be rotating out - this way there's less work for the next iteration.)

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I'm going to be running this at a local convention in October, and I had a question about successes in Part 1.
Are special successes for disabling the wards also treated as standard successes for calculating High Stress/Subdued Defenses/Peace in the Museum?
Yes. In each act a special success (one that grants the room a bonus) counts as a normal success as well.
The only thing I can think of (off-hand) that gets reported and is not a success is the Kellid Slain condition. That is certainly not a successful set of circumstances.

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In Encounter D there are three gortheks. Do they have riders? If not, who is directing them in combat? Neither the orc chieftain nor the orc witch doctors have Handle Animal.
At the beginning of each round, a new set of raiders appears along the north or east sides of the map at the GM’s discretion, and they always act on initiative count 10.
It never says how many are in a set of raiders? Is it supposed to be the same number of raiders that are in the primary enemies (e.g. at 10-11 subtier there would be three raiders in a set of raiders)?

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In Encounter D there are three gortheks. Do they have riders? If not, who is directing them in combat? Neither the orc chieftain nor the orc witch doctors have Handle Animal.
Encounter E wrote:At the beginning of each round, a new set of raiders appears along the north or east sides of the map at the GM’s discretion, and they always act on initiative count 10.It never says how many are in a set of raiders? Is it supposed to be the same number of raiders that are in the primary enemies (e.g. at 10-11 subtier there would be three raiders in a set of raiders)?
I've actually been getting lots of questions about the Protect the Convoy encounter (2E). Let my try and de-mystify the mechanics.
This is intended to be a tower defense style encounter where the PCs have to determine whether or not to spend their turn taking down the Orc Raiders who are not engaging in combat but just trying to steal from the caravan or the other combatants who are trying to kill or distract them.
This encounter involves two groups of foes. The first are the raiders. In Subtiers 1–2, 3–4 and 5–6, these are orc warriors. In Subtier 7–8 and 10–11, they are orc thugs. At the beginning of each round, a new set of raiders appears along the north or east sides of the map at the GM’s discretion, and they always act on initiative count 10. The raiders are more interested in loot than combat; these orcs focus on stealing barrels of water and crates of food from the wagons and then head into the cave. Though they carry weapons and are able to make attacks of opportunity, they use their turns to evade danger and steal loot. They do not take actions to attack unless given no other choice (such as by compulsion magic). Once they make it back into the cave, the stolen goods are effectively irrecoverable. The barrels and crates are too large to conceal on an invisible creature, so invisible orcs carrying loot appear as floating barrels or crates to PCs that cannot see invisible creatures.
So, in each subtier you'll see an enemy listed as "Orc Raiders (X)" and then which stat block to use: Orc warriors or Orc Thugs. The "Orc Raiders" combatants follow the non-combat tactics listed in the scenario. These are your set-piece orcs. These orcs also come out in the groups presented. So, for 5 rounds, at the beginning of the round they appear on the map and act on initiative count 10.
Subtier 1–2: Orc warriors, 2 per round, 10 total.
Subtier 3–4: Orc warriors, 2 per round, 10 total.
Subtier 5–6: Orc warriors, 3 per round, 15 total.
Subtier 7–8: Orc thugs, 2 per round, 10 total.
Subtier 10–11: Orc thugs, 3 per round, 15 total.
The second group consist of the primary enemies, which begin the encounter just inside the mouth of the cave. These orcs, half-orcs, and mercenary humans focus on distracting the PCs, stealing additional loot as the opportunity presents itself. They shout commands to the raiders such as “Get the
water!” and “Steal all of their food!”
These are all of the listed creatures in the encounter that are not called "Orc Raider." They are on the map at the beginning of the encounter at the cave mouth unless otherwise noted. They only appear once (the 10–11 subtier does NOT face 10 bulettes). They roll and act on standard initiative.

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Aid Tokens:
I noticed that a convention that has run this got confused about aid tokens, likely based on how they were printed out and stapled together.
Aid tokens work across tables so a subtier 1–2 table may boost a token and pass it to a subtier 10–11 table, who would then gain the benefits. This is ok, it has been obfuscated to make it easier to run. A boosted effect is "consumed" when used. So, in the above example, if the subtier 1–2 table boosts the healing effect and the subtier 10–11 table uses that boosted healing, then the boost is gone and further tables can only use a standard healing effect until it is boosted again.
The idea is that if your table receives an aid token, but doesn't need to take advantage of it, you can make it better for the next table who really needs it.
I recommend heavy card stock paper and pencils, so that the token can be erased multiple times for boosting and consuming the boosted effects. Alternatively, you could laminate the aid token and use dry erase markers.

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I'd like to offer players an opportunity to identify the nature of the black tentacles hazard in Encounter J.
Knowledge (arcana, planes, religion) all sound like viable, common sense options.
Any thoughts?
Your instincts seem correct. I would probably go with an average K(planes) or hard K(arcana or religion).
The shadowy tentacles are a congealed manifestation of negative energy and the essence of the shadow plane. They hunger for life, trying to crush and consume all living things.

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Michael Eshleman wrote:In Encounter D there are three gortheks. Do they have riders? If not, who is directing them in combat? Neither the orc chieftain nor the orc witch doctors have Handle Animal.
I've actually been getting lots of questions about the Protect the Convoy encounter (2E). Let my try and de-mystify the mechanics.
Thanks for the helpful response Andrew! However you didn't address my first question about the gortheks and who is telling them to attack what. Are they being ridden by the orc chieftain or the orc witch doctors or do they have their own riders? If they aren't, I'm not sure how they are attacking the PCs as none of them are trained in Handle Animal to be able to direct the gortheks (of course they don't have Rider either...).
Or are we just supposed to assume that the gortheks attack the PCs and not the orcs because... reasons?

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This is just a note to correct something in future versions of the scenario.
On page 5 the Burst of Healing aid token effect says:
To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor...
(healing) is a subschool, not a descriptor. Subschools are in parenthesis (subschool), descriptors are in brackets [descriptor].

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This is just a note to correct something in future versions of the scenario.
On page 5 the Burst of Healing aid token effect says:
Burst of Healing Boost wrote:To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor...(healing) is a subschool, not a descriptor. Subschools are in parenthesis (subschool), descriptors are in brackets [descriptor].
Thank you for the clarification. Many of us have learned something new this day.
That said, if a GM feels that having the healing subschool is sufficient to boost the healing on an aid token, I fully support them allowing it.

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Thanks for the helpful response Andrew! However you didn't address my first question about the gortheks and who is telling them to attack what. Are they being ridden by the orc chieftain or the orc witch doctors or do they have their own riders? If they aren't, I'm not sure how they are attacking the PCs as none of them are trained in Handle Animal to be able to direct the gortheks (of course they don't have Rider either...).Or are we just supposed to assume that the gortheks attack the PCs and not the orcs because... reasons?
Yes.
EDIT: Your quotes are way off.

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Michael Eshleman wrote:
Thanks for the helpful response Andrew! However you didn't address my first question about the gortheks and who is telling them to attack what. Are they being ridden by the orc chieftain or the orc witch doctors or do they have their own riders? If they aren't, I'm not sure how they are attacking the PCs as none of them are trained in Handle Animal to be able to direct the gortheks (of course they don't have Rider either...).Or are we just supposed to assume that the gortheks attack the PCs and not the orcs because... reasons?
Yes.
EDIT: Your quotes are way off.
Thanks! And also, sorry!

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Michael Eshleman wrote:This is just a note to correct something in future versions of the scenario.
On page 5 the Burst of Healing aid token effect says:
Burst of Healing Boost wrote:To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor...(healing) is a subschool, not a descriptor. Subschools are in parenthesis (subschool), descriptors are in brackets [descriptor].Thank you for the clarification. Many of us have learned something new this day.
That said, if a GM feels that having the healing subschool is sufficient to boost the healing on an aid token, I fully support them allowing it.
I think we all know what the intent is supposed to be. :) But still better to be 100% accurate when possible.
Also, in case I haven't mentioned it I really like the scenario!

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Andrew Hoskins wrote:Michael Eshleman wrote:This is just a note to correct something in future versions of the scenario.
On page 5 the Burst of Healing aid token effect says:
Burst of Healing Boost wrote:To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor...(healing) is a subschool, not a descriptor. Subschools are in parenthesis (subschool), descriptors are in brackets [descriptor].Thank you for the clarification. Many of us have learned something new this day.
That said, if a GM feels that having the healing subschool is sufficient to boost the healing on an aid token, I fully support them allowing it.
I think we all know what the intent is supposed to be. :) But still better to be 100% accurate when possible.
Also, in case I haven't mentioned it I really like the scenario!
Thank you, Michael. I certainly will not make that mistake again. I'm afraid that my mistake also crept its way into Mikko's special (9-00). Oops!
I'm glad you like the scenario, I'm looking forward to hearing what people think when version B releases. :-D

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I'm running this at Gen Con and only have version A in my downloads. Is there another, updated version with part 4 out there yet? Or should I just continue my prep (about halfway through my first read through) and hope for the best?
Version A is the correct one for Gen Con 2017. Continue prep and carry on :)

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These are some typos that could be corrected in Version B.
They vowed to return with it before winter solstice, for it was not a point of pride but a matter of life and death for all living creatures in their territory.
“the” should be inserted before “winter solstice”.
After 60 Minutes: Once the House has had 60 minutes in which to explore areas H and I, the Overseer GM should make the following announcement to indicate the area J is now accessible.
"the" should probably be "that".
Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that golds the stone circle.
"golds" should probably be "holds".
The Twinhorn following has numerous tents made of thick animal hides (hardness 2, 10 hit points), and they have creates a partial palisade around the camp’s core to provide a windbreak and make the site easier to defend. The palisade is 10 feet tall.
“creates " should probably be “created ".
Creatures: Many of these shadow creatures are looking to carve out their own territory or just cause mayhem among the mortals, but first they must first fight in the vanguard of Eshimka’s army. They show no mercy.
Delete one of the “first”s.
After about 90 minutes, the Overseer GM should read the following aloud to conclude Part 3—and the event as a whole in if this is the final part of the adventure.
Delete “in”.
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.
There is no closing quotation mark on the paragraph.

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Solstice Scar Version A p. 40 Concluding Part 3 boxed text wrote:Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.There is no closing quotation mark on the paragraph.
It looks like this is actually grammatically correct or at least a style choice that Paizo uses as I have since found several examples of spoken text that spans paragraphs and which is not closed at the end of a paragraph where the spoken text continues on to the next paragraph.

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Michael Eshleman wrote:It looks like this is actually grammatically correct or at least a style choice that Paizo uses as I have since found several examples of spoken text that spans paragraphs and which is not closed at the end of a paragraph where the spoken text continues on to the next paragraph.Solstice Scar Version A p. 40 Concluding Part 3 boxed text wrote:Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.There is no closing quotation mark on the paragraph.
Yeah. It is a generally accepted style in writing to indicate the speaker is continuing in the next paragraph. A closing quotation indicates the person speaking is done and that the next paragraph is a different speaker.

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Just as a general note, unless the grammatical/editing errors could cause a GM to make a mistake, you probably want to take it to the product discussion thread. That's where you're more likely to find editors reading the thread.
This thread is in the GM discussion area for GMs to look for clarifications on parts of the scenario they are unclear or confused about.

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@Andrew Hoskins:
We're in the midst of Part 2: Ivvora’a Path, Securing Passage for PbP Gameday VI, and a number of GMs are asking for clarifications regarding the interactions with the orc ambassadors.
1. Is it 2 checks per PC or 2 checks per party in the interaction with each NPC?
2. Are players permitted to Take 10 on their skill checks?
3. Does the party gain the associated benefit from each NPC from whom they successfully acquire tokens, or is there a limit.
While there are common sense solutions a GM can make, common sense is in the muddled mind of the thinker. We're looking for some consistency, and seeking it from the author.
Thanks,
Larry
aka GM Lorenzo

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@Andrew Hoskins:
We're in the midst of Part 2: Ivvora’a Path, Securing Passage for PbP Gameday VI, and a number of GMs are asking for clarifications regarding the interactions with the orc ambassadors.
1. Is it 2 checks per PC or 2 checks per party in the interaction with each NPC?
2. Are players permitted to Take 10 on their skill checks?
3. Does the party gain the associated benefit from each NPC from whom they successfully acquire tokens, or is there a limit.
While there are common sense solutions a GM can make, common sense is in the muddled mind of the thinker. We're looking for some consistency, and seeking it from the author.
Thanks,
Larry
aka GM Lorenzo
Good questions!
Here is the reply I just posted in this thread for some of the questions about that section:
My initial intention is that players would get a chance for some unique role playing with a more-or-less civil conversation with some orcs. I had conceived of tables getting 2 or 3 of the benefits, but if a table gets all of the benefits then that is fine too. They're not so extremely overpowered as to be game breaking, and they only last for this scenario. So... lets have some fun!
Also, I see no reason that a confident PC cannot take 10 for one of these checks if they feel that doing their average is enough to impress one of the orc representatives.
For the questions here:
1) The party should have 2 attempts at impressing each orc representative; after 2 failed attempts, that orc doesn't want to talk to the Pathfinders again.
2) Taking 10 should be permitted but not taking 20.
3) No limit! Go nuts and have fun. The benefits are intended to represent things that the PCs learned from the orcs. They gain these benefits while their recent interaction is fresh in their mind.

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The end boss on high tier, how exactly is he a threat to the party? WHats he supposed to do?
The body snatcher has many options, depending on the party make-up and tactics. I enjoy having him hide in the forest along the path up to the circle (use forest rules for concealment and Stealth). He can then grapple party members using the grab ability with an attack of opportunity if they move by, then succeed at up to two grapple checks per round to drag them into the circle where they can be pinned and left there. Allies attempting to attack the body snatcher might hit their grappled ally instead due to its Body Shield feat. If the PCs are using magic to prevent grappling, such as freedom of movement, then the body snatcher is likely to recognize this with the +22 in Knowledge (arcana) and Spellcraft. He can then use a quickened dispel magic to try and remove the ability before grappling its foe.
If grappling isn't your style, then feel free to pre-cast a touch of slime move to touch a PC, then send them running with fear.
It can shadow step away and heal itself with inflict critical wounds if the PCs are getting in some good hits.
Meanwhile, the incorporeal soldiers can fire force arrows from the safety of the circle while getting healed every round.
...Or did you have a specific question?

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Query: if a hypothetical GM finished all four of D-G encounters early, is there anything that hypothetical GM could run to earn another success for the team? I do not see an option for optional encounters for success here.
Hmm
(Hypothetical Media Mistress)