Combat MAPS. - I will try to keep the current map (if one) always on slide 1.
PREPARATION REWARDS:
Unless otherwise mentioned, using a reward gained from a preparatory task requires no action. If a reward gives a bonus to a check or otherwise affects a check, the PCs must declare the use of that reward before rolling. These rewards apply to the group, and the group must agree to use the bonus before a PC can gain the benefits.
BUFFET CRISIS
Easy Thankful for the help, the head caterer gifts the PCs with a vacuum-sealed, spoilage-resistant takeout container full of scrumptious food. Once during the adventure, a PC can consume this food to gain a +1 bonus to Skill checks and Saves for a number of Minutes equal to their Character Level.
Hard In addition to the reward above, the food also functions as a Mk 3 Serum of Healing that must be used during this adventure.
MEDIA BOOST
Easy The PCs launch a social media tag about the upcoming events that quickly gains momentum throughout the local infosphere.
Average Once during the adventure, each PC gains a +2 bonus to a Charisma-based skill check attempted when interacting with an individual who is not a Starfinder.
Hard When using the reward above, the PCs can roll their check twice and take the better result (in addition to gaining the +2 bonus).
MEDIA CONTROL
Easy The PCs end the peaceful, albeit misguided, protest. They learn from the demonstrators that despite the Society's efforts to counteract Datch's smear campaign, many individuals in the Pact Worlds still distrust their organization.
Average The PCs gain valuable insight into the crowd’s behavior. At any point during the adventure, a PC can attempt a Hard Bluff, Diplomacy, or Intimidate check to influence a crowd.
Hard Once during the adventure when the group encounters a team of two or more adversaries, the group can activate this reward to grant each PC a +4 bonus to their initiative checks for that encounter.
SOUND CHECK
Easy While helping Fitch and her brood, the prodigious young ysoki offer a few helpful tips about fixing equipment on the fly.Each time the PCs attempt a skill check to repair or reprogram a technological item during the adventure, one PC can gain a +1 bonus to the check.
Average As above, but instead the PCs gain a +3 bonus.
Hard Once during the adventure, each PC can roll twice (to repair or reprogram a technological item) and take the better result.
VALET PILEUP
Easy Solving the problem gives Tall Sam free reign of the Society's parking garage and starship hangars. With Zigvigix's permission, Tall Sam modifies several of the parked vehicles. Once during the adventure, the party can flip a boost switch to add a +4 to a single Piloting check during starship combat or a vehicle chase.
Average When using the reward above, the starship or vehicle can also move one additional hex or zone.
Hard In place of the reward above, the PCs can force the crew of an enemy ship or vehicle to take a –2 penalty to all Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat or vehicle chase round.
VIP ROUNDUP
Easy After a hectic search of the grounds, the PCs locate each of the missing guests of honor. The three VIPs are grateful for the escort and give each PC a Mk 1 Serum of Healing that must be used during the course of this adventure.
Average The magnanimous Zo! thanks the PCs by gifting them a voucher for a one-time 10% discount on gear or equipment purchased on Absalom Station for the duration of the adventure. This discount does not stack with any other discount, and Table GMs should mark its use on the Chronicle sheet.
Hard The VIPs pool their resources together to offer the group some special swag. Each PC can select a serum or grenade from the Core Rulebook with an item level less than or equal to the group's APL to receive free of charge. This item must be used during the course of this adventure.
Agents' Respite: Once during the adventure, each PC can reroll a failed attack roll, save, or skill check.
Ki K'saret
Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --
Drake sounds good if its available.
Daata is better than Engineering/Science than Lynn. We can split roles with Lynn jumping in the 2nd or 3rd gunner seat when science isn't needed. Alternatively, Lynn can pilot and our two best gunners (Viper and Ki) can take those seats.
Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.
Is there a way to get the dice roller to show a success/failure vs a specifric DC? I can't figure out how to do it if so and I think I've seen a few rolls state success/failure.
Stewards Support When the House GM announces that the Stewards Support condition is in effect, a patrol of Steward starships arrives to the fray to assist the Starfinder fleet. The PCs gain a +4 bonus to starship combat checks until the end of the current drone wave.
Hopefully with that bonus Ki can take out the second drone.
PCs who have the Acquainted with Datch ally boon slotted (Ki and K'saret) get a +2 bonus to skill checks and saves related to all traps and other defenses inside the complex, and can reroll a failed skill check or save once during Part 4. Datch speaks to these PCs by name.
Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.
Azara, just noticed you're in HP damage, just checking if it's correct and when did that happen please? K'saret will have some healing coming your way soon.
Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |
Poor record keeping. It happened when we fought the Shadow Creature on the mining station. I believe we have days' worth of travel between missions so I should be back up to full.
I've only taken SP damage since we came to Datch's station.
Second Wind: When the House completes checkpoint 2, the PCs recover their energy as they realize that escape is within reach. All PCs can recover their Stamina Points as though they have taken a 10-minute rest without spending Resolve Points.
I am a bit disappointed no one succeed at that hard perception check. If you haven't already do feel free to read it by the end of the scenario. Just keep player and character knowledge separate.
Note that you must use the 10% discount now and cannot use credits from this scenario to purchase it. If you let me know what you purchase I will mark it on your chronicles. Also let me know of any corrections or additional notes you want me to make (Skitter credit etc.)
Everyone please roll a d20 for boon prizes. If you roll a natural 19 or 20 roll a d3 to determine which.
Thanks for running Xain! Pretty neat special and you kept us chugging through it at a good clip. Unfortunately I spent down all of Lynn's credits before this session, so there's no benefit to be gained from the discount.
Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.
Thanks for running.
Is it possible to buy a Personal Upgrade Mk1 with the discount but not use it yet? I'm not seeing anything saying no and hoping I haven't missed something.
I already have a Mk1 so can't use another just yet, except this will make K'saret level 6 so could purchase the Mk1 at the start of the scenario and then upgrade his existing existing Mk1 to Mk2 (which he can afford) at the end before equipping the new, discounted Mk1.
Perhaps not the best use of the discount but I can't see much else I want for K'saret right now.
Is it possible to buy a Personal Upgrade Mk1 with the discount but not use it yet? I'm not seeing anything saying no and hoping I haven't missed something.
I see nothing wrong with that, I've seen Personal Upgrades as treasure in APs. It is just a crystal (or whatever) you can carry around in your backpack until you have a chance to use it.
I'll give Daata another day to respond before I report without an email for any I don't have, I've gotten a couple by PM already.
Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.
GM Xain wrote:
K'saret wrote:
Is it possible to buy a Personal Upgrade Mk1 with the discount but not use it yet? I'm not seeing anything saying no and hoping I haven't missed something.
I see nothing wrong with that, I've seen Personal Upgrades as treasure in APs. It is just a crystal (or whatever) you can carry around in your backpack until you have a chance to use it.
I'll give Daata another day to respond before I report without an email for any I don't have, I've gotten a couple by PM already.
I'll take a Mk 1 Dexterity Personal Upgrade then please. Will PM my email now.