PFS2 #3-01 Year of Shattered Sanctuaries


GM Discussion

5/5 *****

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I am busy preparing this to run at Gencon. The scenario has the Repeatable tag in the PDF but doesnt seem to have any variable elements. Am I missing something?

Grand Lodge 4/5 ***** Venture-Captain, Missouri—Columbia

I think it's that way to allow players to replay it with their friends who have not in order to get them into the Season 3 metaplot.

Dataphiles 4/5 5/5 ***** Venture-Agent, Colorado—Colorado Springs

I am prepping this for next weekend. It is obvious the intention in "Sorting the Mail" is to limit the amount of information the players get.

From the way I read the text, it sounds like each player can only have one piece of mail at a time.

The text explicitly states only one check per document.

Does that also mean that each player an only one check in this section? Or could one character have been passed multiple documents and make multiple checks?

Dark Archive 4/5 5/5 ****

The way I read it was that they had to each so at least one.

So, with 6 players, each does one.

With 4, two players get 2

Horizon Hunters 4/5 5/5 ***

I have a question related to one of the hazards.

There is a hazard which has the keyword “MECHANICAL.” However, to find it, the character must have a minimum proficiency rank (so they have to be using the Seek or Search action - they don’t automatically get a secret check.)

But, in the description it says “An invisible rune imprinted on the door latch…”

1. Does the fact it says the rune is invisible mean anything in terms of game mechanics?
2. It has the keyword EVOCATION - should the trap have the magical keyword instead of mechanical?

Paizo Employee 2/5 Pathfinder Society Developer

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If you're referring to the hazard stat block on page 24, it's supposed to be "magical" rather than "mechanical." It should be identical to the electric latch rune hazard from the Core Rulebook. Maybe there was a copy/paste error, as the hazard in the same location for the lower level range is a poisoned lock (which is indeed mechanical).

Horizon Hunters 4/5 5/5 ***

Mike Kimmel wrote:
If you're referring to the hazard stat block on page 24, it's supposed to be "magical" rather than "mechanical." It should be identical to the electric latch rune hazard from the Core Rulebook. Maybe there was a copy/paste error, as the hazard in the same location for the lower level range is a poisoned lock (which is indeed mechanical).

Thanks, Mike! That’s the one!

As to my other question, does the fact that the description says the rune is invisible have any game mechanics issue related to searching for it? I couldn’t find anything in the Core Rulebook about searching/seeking for hazards like that.

Paizo Employee 2/5 Pathfinder Society Developer

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Sorry, I needed a bit more time to look into that. I was planning to loop back around to it though!

I believe that it simply means the rune is "undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them if they succeed." (Using the language from invisible item.)

Horizon Hunters 4/5 5/5 ***

Mike Kimmel wrote:

Sorry, I needed a bit more time to look into that. I was planning to loop back around to it though!

I believe that it simply means the rune is "undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them if they succeed." (Using the language from invisible item.)

Oh, great! That’s what I was thinking, but wanted to make sure I wasn’t missing something.

Thanks for the assist!

Paizo Employee 2/5 Pathfinder Society Developer

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It's a bit interesting because the rules for the hidden and undetected conditions mostly just cover what that means for creatures, as opposed to items or, in this case, runes. I'm going to do some more digging. In general, though, for hazards, I'd simply use the listed DC, and if someone beats it, they notice the trap, even if that just means "there's something wrong about this latch" as opposed to "I can see an invisible thing for some reason!"

Horizon Hunters 4/5 5/5 ***

Mike Kimmel wrote:
It's a bit interesting because the rules for the hidden and undetected conditions mostly just cover what that means for creatures, as opposed to items or, in this case, runes. I'm going to do some more digging. In general, though, for hazards, I'd simply use the listed DC, and if someone beats it, they notice the trap, even if that just means "there's something wrong about this latch" as opposed to "I can see an invisible thing for some reason!"

Great suggestion - much appreciated!

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