SFS 1-05 The First Mandate


GM Discussion

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

Ok, this one seems pretty interesting. I like the social influence system that is simple, reminiscent of The Blakros Matrimony.

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?

2/5 *

That a good question.


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.

Second Seekers (Luwazi Elsebo) 5/55/5

To the above question, it seems to suggest that the PCs should have about 10 rounds (providing Trioletya isn’t distracted) before she attempts to detonate the bombs and flee. I could be misinterpreting though.

I had a different situation pop up in my game. One of the players had a signal jammer, the description of the item is vague enough to suggest it might block a remote detonator, and the specifics of the detonation switch are non existent. I rolled with it and let them block the signal (not that she had a chance to try it anyway, the solider hacked her down in a few rounds). Anyone else would have done the same or different?

Dark Archive 4/5

I have a question about reporting for this scenario. There are two factions PCs can earn bonus reputation with, but it's very possible to earn it with only one of them (like my table did last night). However, reporting only allows for yes/no when it comes to the special faction objective, so I'm not sure what I should be doing in this case. If I check the box, the system will give them the bonus for both factions. If I don't check it, it won't record the bonus for either faction. What to do... Suggestions?

Shadow Lodge 4/5 5/55/55/55/5 ****

Alanya wrote:
If I check the box, the system will give them the bonus for both factions. If I don't check it, it won't record the bonus for either faction. What to do... Suggestions?

The player's paper copy is always the primary record over the one on Paizo.com, so my recommendation would be to check the box rather than to not check it (pending if any changes might come down to add multiple check boxes for scenarios with multiple special faction goals or somesuch).

Just my 2 credits though :D

2/5 5/5

Starfinder Charter Superscriber
Jack Brown wrote:

Ok, this one seems pretty interesting. I like the social influence system that is simple, reminiscent of The Blakros Matrimony.

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?

Just prepping this for Saturday and looked up this thread with the exact same question. With no timeline given, the PCs may think they can take their time more. Perhaps we should assume Luwazi is scheduled to give her speech at a specific time (coincidentally, just a couple of minutes after the PCs arrive back from the Sparks), and that the assassin will be suspicious if she doesn't take the stage (and that explains why Luwazi may take the stage even after Radaszam tells her of the danger).

The Exchange 4/5 5/5

GeekGamerGirl wrote:
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.

Radaszam pulls the PCs into one of the service corridors at the end of Part 1. That's a good chance to describe the servants heading for the lift at one end, and bundles of thick A/V cables in trays headed west. (Or something similar).

GeekGamerGirl wrote:
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.

Her Perception bonus is in the very first part of the stat block; same line as initiative and senses. (That's a carryover from Pathfinder.) She does not appear to be trained in Sense Motive, which makes her bonus +1 due to stats. It is WAY easier to use Bluff than Stealth, but there's no way for the PCs to know that.

Jack Brown wrote:
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?
Trent Varva wrote:
To the above question, it seems to suggest that the PCs should have about 10 rounds (providing Trioletya isn’t distracted) before she attempts to detonate the bombs and flee. I could be misinterpreting though.

I'm not seeing that anywhere. Once the PCs start looking for the bombs (or attempt to disarm them) they have to succeed on checks every round or Triloteya detonates them the next round (page 16).

To me it's just a case of keeping the story moving. I planned to do three things. 1) Give the players time to decide how to proceed, including starting the search for bombs. 2)If they were taking too long have one of the Spiders tell them that Radaszam wants them to hurry up. 3)If they still aren't doing anything, just waiting around, have Luwazi take the stage to force the action. My players swung into action immediately, though.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

The First Mandate p. 16 wrote:
Disarming each explosive requires either a successful DC 18 Engineering check to disable device (DC 21 in Subtier 3–4);

There is an or missing from this sentence. Either Engineering or which skill?

Is there supposed to be a second skill check here, or was that dropped in development?

The Exchange 4/5 5/5

Michael Eshleman wrote:
The First Mandate p. 16 wrote:
Disarming each explosive requires either a successful DC 18 Engineering check to disable device (DC 21 in Subtier 3–4);

There is an or missing from this sentence. Either Engineering or which skill?

Is there supposed to be a second skill check here, or was that dropped in development?

I don’t think the missing “or” is for a skill check. The PCs can use engineering -or- deal damage to the explosives.

(Either way, you are correct. The sentence is grammatically incorrect.)

2/5 5/5

Starfinder Charter Superscriber

I really appreciate the clever things that are sometimes inserted to tie the scenarios together (like Naiaj getting a message on her comm in this scenario that concerns the next scenario). It makes running these in order really fun!

Paizo Employee 5/5 Starfinder Society Developer

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Jhaeman wrote:
I really appreciate the clever things that are sometimes inserted to tie the scenarios together (like Naiaj getting a message on her comm in this scenario that concerns the next scenario). It makes running these in order really fun!

The "trick" in this regard, is inserting these references in a way that they won't be obtrusive to players who aren't going through things in order and keen on the metaplot. Still, one of the benefits of starting from square one is that we can include these subtle references and encourage some ongoing campaign continuity!

5/5 5/55/55/5

If the players can't get into the computer AND miss the perception check to remember the curly haired sound technician are they out of luck for going after the assassin? The conversation with Rahdazan seems to imply that they know who she is and where she is but i couldn't logically see how thats a given if they fail both checks.

To double check a few things

There is no resounding success where you can beat the dc by 5 and gain 2 successes?

SOCIAL COMBAT TO THE DEATH is 4 Rounds, Rahdazan gives you some pointers, and then round 5. Followed by round 6 as the four player adjustment.

The Exchange 4/5 5/5

BigNorseWolf wrote:
If the players can't get into the computer AND miss the perception check to remember the curly haired sound technician are they out of luck for going after the assassin? The conversation with Rahdazan seems to imply that they know who she is and where she is but i couldn't logically see how thats a given if they fail both checks.
Page 13 wrote:
The faction leader listens to their report intently, asking questions to help them fill in any gaps in their information (for example, if they haven’t realized they’re dealing with a shapechanging assassin).

You need to lead them to the conclusion if they haven't managed to find it. The backpack is in plain sight so they should get the scalesheen and the curly hair cream (as a starting off point) even if they don't break the computer encryption.

Quote:
There is no resounding success where you can beat the dc by 5 and gain 2 successes?

Nope, no such modifier.

Quote:
SOCIAL COMBAT TO THE DEATH is 4 Rounds, Rahdazan gives you some pointers, and then round 5. Followed by round 6 as the four player adjustment.

4 rounds, then Luwazi gives the PCs the pointers. Followed by 4 more rounds.

For the 4-player adjustment, each "half" is 6 rounds instead of 4.

5/5 5/55/55/5

Break between Sets:
After the frst set of 4 social rounds is
concluded, Luwazi Elsebo casually summons the PCs up to the
stage to converse with her. She asks the PCs how their interactions
with the guests are proceeding, getting a sense of how the PCs are
doing. Use this opportunity to provide in-game commentary from
Luwazi to direct the PCs away from NPCs who they have already
influenced or toward NPCs who the PCs might be close to fully
influencing. Otherwise, after this quick meeting, Luwazi sends the
PCs back to socializing. Run the next set of social rounds,
and then proceed to the “Rendezvous with Radaszam”
encounter, detailed on page 9

I can kinda see how you can get 8/10 rounds out of that description but that the break is halftime isn't particularly clear.

The Exchange 4/5 5/5

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Look in the running text under "High Society Gala" (bottom of the first column of page 5).

Quote:
The social encounter below is played out over the course of two sets of 4 “social rounds”

It's pretty clear that each set is four rounds, it just isn't spelled out again in the "break between sets" text.

5/5 5/55/55/5

ahh there we go. Thank you.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

There is a penalty for using the same skill repeatedly on an NPC; a -2 per use. Is this only for each cumulative successful uses? The "Special" text for Iteration 177 seems to imply so:

Quote:
Special Talking about a previous Starfinder Society mission (one for which a PC has a Chronicle sheet) allows a character to attempt a Diplomacy check with no penalty even if another PC has already succeeded at one Diplomacy check to influence Iteration-177.

It's not that easy to determine that from the base influence rules though. (The penalty for keeping on trying seems to be that the NPC might move off after three failures.)

---

When confronting the assassin she tries using Charm Person. However:

Charm Person wrote:
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.

If the PCs know she's waiting for the moment to blow up the First Seeker, wouldn't the +5 bonus apply? Let's assume that the PCs consider the first seeker an ally...

Scarab Sages 3/5 **** Venture-Lieutenant, Nebraska—Bellevue

Lau Bannenberg wrote:


When confronting the assassin she tries using Charm Person. However:

Charm Person wrote:
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus to its saving throw.

If the PCs know she's waiting for the moment to blow up the First Seeker, wouldn't the +5 bonus apply? Let's assume that the PCs consider the first seeker an ally...

Rewrite the sentence and I think you have the answer. The caster is the assassin.

If the PC (target) is currently being threatened by or attacked by the assassin or the assassin's allies, the PC receives a +5 bonus to its saving throw.

If the assassin casts the spell when a PC enters the media room before initiating combat, then the PC doesn't get the bonus.

Kind of a "I am not the droid you're looking for" moment.

When I ran the scenario, my target PC made his save anyway.

5/5 5/55/55/5

I'm pretty sure having explosives under the stage about to blow away other Starfinders counts as threatening ...

5/5 5/55/55/5

So what exactly does the party gain by hacking into the assassins computer?

The Exchange 4/5 5/5

BigNorseWolf wrote:
So what exactly does the party gain by hacking into the assassins computer?

See column 2 of page 12.

Essentially: whoever owns this computer searched for info and pictures of a curly-haired woman not currently on Absalom Station. And videos on how to style curly hair. If they also get through the firewall they learn that there is a fairly successful assassin who never looks the same way twice who has Luwazi next on the hit list. Put them together and it’s really obvious who the PCs should be looking for.

5/5 5/55/55/5

Kevin Willis wrote:
BigNorseWolf wrote:
So what exactly does the party gain by hacking into the assassins computer?

See column 2 of page 12.

Essentially: whoever owns this computer searched for info and pictures of a curly-haired woman not currently on Absalom Station. And videos on how to style curly hair. If they also get through the firewall they learn that there is a fairly successful assassin who never looks the same way twice who has Luwazi next on the hit list. Put them together and it’s really obvious who the PCs should be looking for.

Right but Radaszam fills them in on that if they haven't figured it out. That was the point with my question about missing the perception check and the computers check It doesn't seem to have any downside if Radaszam fills them in.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

BigNorseWolf wrote:
I'm pretty sure having explosives under the stage about to blow away other Starfinders counts as threatening ...

Yeah, that's what I meant. Someone planning to bomb your boss should count as "threatening your allies".

The Exchange 4/5 5/5

BigNorseWolf wrote:
Kevin Willis wrote:
BigNorseWolf wrote:
So what exactly does the party gain by hacking into the assassins computer?

See column 2 of page 12.

Essentially: whoever owns this computer searched for info and pictures of a curly-haired woman not currently on Absalom Station. And videos on how to style curly hair. If they also get through the firewall they learn that there is a fairly successful assassin who never looks the same way twice who has Luwazi next on the hit list. Put them together and it’s really obvious who the PCs should be looking for.

Right but Radaszam fills them in on that if they haven't figured it out. That was the point with my question about missing the perception check and the computers check It doesn't seem to have any downside if Radaszam fills them in.

OK, I get where you are coming from. To be honest it’s a lot easier on the GM if they make the perception and computers checks than if they fail. Because if they fail you need to give them enough information to advance the plot and fill in backstory without it feeling like Radaszam is a super-diviner. “Hmmm. Curly-hair cream. Did you see anyone at the gala with curly hair?” If all the players fail the perception check, have them find an explosives wrapper anyway but not know what it is and let Radaszam identify it. Or if they bring back the computer maybe he has an expert mechanic look it over, then show the PCs the files.

Honestly this is more a question of game design than GM questions. Without the “Radaszam escape clause” understanding the plot is essentially gated behind skill checks. “You return to the gala but have no idea what you are looking for. Luwazi takes the stage, and it explodes! An Obsisian Spider dives across the stage and saves her. There is mass confusion.” Especially at 3-4 that computers check is hard. You may want to give some feedback on the individual product page.

5/5 5/55/55/5

When I ran this I used the picture of a blue haired DJ and had the hair cream be blue. The party even interacted with them and requested star sugar heart love. Players and characters alike failboated the perception checks and the unpaid intern followers +4 computer bonus was no match for windows 8.

If thats not behind the skill checks then the skill checks don't get you anything except making it seem like you did.

If it was gated behind the skill checks the party would be left with only the option of disarming the explosives and no way to go after the assassin in a crowd of people. They would still know that there's a reptid assassin wandering around with explosives, but no way to find them. Thats not an unreasonable gate.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

I played this yesterday and generally enjoyed it, but I have a few things which I think could have been better.

Mission briefings and knowledge
We get very little information from our leaders about these guests, which they would know quite closely. Luwazi knows more about them, she's known them for a while.

Now I realize you can know a few tidbits more with Culture. That's a trained-only skill. It's a class skill for only 3/7 classes, and only 1/7 of the level 1 pregens has it trained.

We get a LOT of Culture checks in these scenarios. It's basically Local, History and Linguistics put together, which were all decent knowledges to begin with. It's starting to feel like a very mandatory skill.

It feels like the information is very starkly split: these things Luwazi surely knows, but she won't tell you because it's in the Culture check section.

I would have wanted the Culture check to be to know something Luwazi wouldn't know.

Talking Points
In real life I'm an introverted person. This tends to surprise people because I talk a lot, but that's when I've already gotten to know people. Talking to strangers when there's nothing to talk about, is hard. If there's a topic to talk about, it's much easier and more fun.

I found it hard to get started in the RP with these NPCs. They had some vague quirks and interests but we knew so little about them, it was hard to find a starting point.

I can just roll dice and get going that way (and that worked well enough, my soldier is all about promoting the mobile infantry). But the most satisfying RP I've had in these social scenarios was during Hellknight's Feast when we really had a definite topic to talk about, beyond "try to get influence with these people".

This ties in with my point about the mission briefing. Instead of the awkward "The VC won't tell you that because you can roll Culture for it", why no do it like this?


  • Luwazi has only so much time to brief you. You've already heard some names and maybe done some research before the meeting (Culture checks everyone). DC 10 gives you basic info and 15 a little more. 20+ gives something juicy.
  • Luwazi fills you in on every guest you had less than 15 on.

  • For each guest on which the PCs already did their homework, she has more time for in-depth discussion. If the PCs got a 10 on everyone, she can tell a secret about one of the guests of the PCs choice. If they got a 15 on everyone she has time to share two secrets.

Thinking back, maybe I should have been bolder (and in my eyes, ruder) and just gone up to people and asked stuff like "so I heard you were investing even though it's not really in your line of business, how about that" - maybe that's how extraverted people get ahead in the world but to me it seems like very rude prying.

Knowledge about assassins
And then we get called out of the meet to deal with an assassin. Fine, we want to take risks to make the splash. Not really professional but I guess the SFS right now can't afford to play conservative best practices, they need to impress with guts.

So we get told that "We know" there's an assassin coming for Luwazi, but we know nothing else. No indication about how we know the assassin is lairing there, why she is targeting Luwazi. I mean, if this assassin is so secretive and nobody's seen her real face, how do we know it's this one?

Sure, there could be a good reason for that. But it needs a bit more explanation or it looks waaaay contrived.

2/5

I ran this scenario online tonight and my players had a blast, its a pity there was no more information about the "Parasitic Isopod" as one of my players wanted to know more about becoming a host.

Sovereign Court 4/5 5/55/55/55/5 **** Venture-Agent, Georgia—Atlanta

I will be running this 7 times at Gencon 2018, and I am looking for suggestions on how to spice this up and make it a great experience for the players.

5/5 5/55/55/5

Put out minis for the NPCS, the DJ, and a bunch of extraneous minis so the DJ doesn't look too out of place for having one.

When the PCs suggest atheletic/shooting stunts have ZO! bring out some undead interns from the back room to "volunteer" as test subjects or apple holders.

5/55/5

Question about the bomb portion of the scenario.

For the purpose of diffusing the bombs, does Force damage count as energy or kinetic? Since force damage is stopped by neither ER or DR, I'm not sure what it counts as.

My first thought when reading this was that, as a player, if I heard 'kinetic damage shuts them down' to try to magic missile them. If it were a home game I'd likely allow that, but I need to know what the official stance would be if it comes up.

5/5 5/55/55/5

Whatever decision you make as long as you tell the players it should be good. Though i don't know why someone would want to magic missile the bombs rather than just smack them.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Magic Missile wrote:
objects are not damaged by the spell.

Magic Missile hasn't worked on objects since at least 2nd edition D&D.

5/55/5

BNW, my thought was that you could hit three of them in one round rather than take 3 rounds to hit and/or disarm them.

But it looks like Lau answered my question anyway. I should have double-checked the spell first. It only targets creatures. SF is the first game I've actually used MM despite playing Wizards in DnD since the 90s.

Thanks.

5/5

I played this a while ago, but GM'd it only recently, and I have to say: The final scene is exceptionally confusing from both sides. My players failed to unlock the computer's security, but knew they were after someone with curly hair. Unfortunately, the write up for the scenario doesn't tell the GM anything about how the PCs could go about locating Triloteya (other than 'If you are looking for Sanivvi, she's not on the gala floor'). This leaves half of the final scene nebulous.

Many other things that the GM has to either handwave or fudge include:

  • Where are the actual bombs on the stage? How much time (in combat rounds time) does it take to identify an explosive with a Perception check? If a bomb takes a round to disable, does it actually take two rounds to disable sequential bombs (because you need to take a move action in between)?
  • What (other than the GM telling them) hints to the players that they need to bluff or stealth when they're searching for explosives?
  • If a PC fails their bluff check, why would Zo! taking the stage serve as a distraction to Triloteya?
  • How many rounds until Luwazi takes the stage? (This is the first thing most people seem to want to know)
  • How are the players, or Radaszam, sure that there are only 5 bombs? Or, how are they sure there's only one assassin?

    Because of all these vague aspects, it seems like either the GM has to provide a lot of OOC hints/rules, OR the PCs are likely to have a bunch of exploding bombs right at the beginning of Round 2.

    ----

    For GM's coming to this one late, here's at least my way about some of these issues:

  • When I ran it, I gave the players an option to search for curly-haired people as a 1-round action with Perception, vs. Triloteya's take-10 Disguise check. Success identifies that there's a curly-haired person in the AV room with a smell that matches that of the scale-shine cream.
  • Radaszam briefed the players on a few topics in-character, including running distractions during a bomb-defusal operation, Triloteya's modus operandi of running alone, and a couple more minor hints.
  • Moving up to a bomb can be accomplished as part of the 1 round action to disable it. All bombs are within 1 move's-worth of distance from one another. (This is how I would run it in the future. In my first run of it, I had the bomb-defusal on a different time-scale from the combat, so moving about and identifying bombs didn't take up specific amounts of time.)

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