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* Pathfinder Society GM. 7 posts. 5 reviews. No lists. No wishlists. 10 Organized Play characters.


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However, I feel like I am missing something final encounter. How long from when the PCs confront Triloteya and/or start searching for bombs does Luwazi wait before taking the podium?

Yeah, they don't specify. I think it's up to the DM's dramatic interpretation, so long as she doesn't die. She may come up with no bombs detonated, or she may, as it mentions, stand on a table, a bit sooty and battered.

I wasn't really sure how the PC's should be able to find Triloteya in the A/V room. They have no reason to go in there in part one, and the book specifies that the window is a projection that looks like the wall. I kind of had to just give it to them.

Also, surprised they don't give her stats for Perception or Sense Motive, since those are the difficulties of PC's hiding the fact they are looking for bombs.

Our envoy feinted her for a few rounds, lowering her AC. Two good rolls from our our solarian allowed him to grapple her (yes, with the new Starfinder rules). With the second successful grapple, he relieved her of her detonator--assumed it was an "easily accessible item," since she was able to use it. After that, I had her run off, with the intent of shooting/exploding the remaining bombs with her energy weapon, but AOO's took her out.

Our group seemed to really enjoy it, even those non-social characters. We have two characters that have been vying for "head pilot" status every session; they got into another boasting match with Xo! Also entertaining was that our Android bounty hunter hit it off great with Royo, despite her penalties. They had some deep discussions on the metaphysics of android souls and why, as another PC was ragging her, she has no Computer skills as an android.


Prepping this scenario for our group. How did others use the Tetrad Certified Translator provided by the Wayfinders on page 4? Found the item/boon description on p 31 of the Starfinder Guild Guide.

Says it takes 10 min to gain enough information for rudimentary translation. So, probably not helpful yet during space combat. How will the Ghibrani feel about using this alien tech during first encounters? The author goes to such pains to give several opportunities for Shared Spell that I'm not sure how to best and most authentically use this device in game.


I know this is an old post, but I just wanted to chime in too. I thought this was a great adventure. Run the week after Mists of Mwangi, my players have no interest in ever visiting the museum and have some rude things to shout at Nigel anytime they walk through the Wise district.

Spoiler:
This is a great adventure, ripe with Cthulian flavor. Really playing-up the other-worldliness of the cerebic fungi, the gibbering mouther, and the flashes of infinite nothingness in the portal made this a great role-playing adventure.

Anytime anyone gets swallowed whole, fun is happening. Nothing makes players freak-out quicker. And, to have mouths on the inside...It's even better to have the mouther spittle on whoever is really giving the "glad it's not me speech" to the swallowed person.

In the first two rooms, I pulled out a TON of minis. When the players went in, they didn't know what the threat would be. So, they end-up tip-toeing around dinosaurs, giant beetles, skeletal Minotaur, etc., not knowing what is about to animate and attack them.


A quick question about this adventure:

It says in her stats that Vorka likes to use summon nature's ally to summon dogs, but I don't see that spell/ability otherwise listed in her stats or gear. Am I missing it?!

Back to this thread, what ages where this group? What do you think is the absolute earliest kids are capable of role-playing in a table-top situation?


GenCon Special!! Played it for the first time last year and now it's a top priority repeat right up there with True Dungeon (and not nearly the cost!)


Looking for some tips/advice for a new(ish) DM. After running God's Market it came to a stumbling screeching halt, in part due to the players, but I feel as a DM, I train-wrecked it.

The players were doing great on their investigations. They fought the sister sorceresses and defeated them (one down, the other surrendered). The one up asked to save her sister, and the PC's allowed it, so she used her cure potion to bring her conscious. The PC's began interrogation. She was cooperating, but slowly. (I was attempting to role-play a little reticence at giving all her info.) To speed her up, they stuck a gun in her face and a sword at her throat, at which point I role-played, fear and stammering. Then they said to talk or they would kill her. She tried to use a remaining "vanish" and they blew her head off.

The sorceress on the ground (covered now in her sister's brains), defensive cast to vanish and get the heck out of there. Now, as a DM, I don't think she's going anywhere near the warehouse, especially since she doesn't have the keg. Unable to interrogate or follow the ladies, the PC's had no way to find the warehouse.

I feel part of it is their fault, for not following the plan (follow or interrogate) and for being bullies. In their defense, no one has diplomacy and they had to rely on intimidation all night. I do, though, take responsibility, for being unable to finish the scenario. I was at a loss.

Also, does everyone else follow the scenario to make knowledge local checks to find where the PC's need to go? (To locate the witnesses?) What happens if they all fail their check?

Does anyone have any Ancient DM wisdom to pass along? Please be nice, I'm still learning.


Love it, and glad to see a mini she-gamer at the table! That boat is terrific, too. Running this tonight for grown-ups. Might stop and get some gummy worms after work...