Ashar Whitemane's page

No posts. Organized Play character for Mereden.



2/5

Pathfinder Starfinder Society Subscriber

I ran this last night and had to re-write the infiltration part of the quest as the author hasn't understood what 'group' and 'individual' mean in this context - this goes as far as taking an example (locked door) from the rules, and changing it to be wrong. It'd be nice if this got caught in editing but... Anyway, here's a corrected version for the 1-2 tier, hopefully this is helpful. It's a good little quest other than this, nice flavour, quick. We enjoyed it!

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All obstacles are *Obstacle 1* difficulty

Normal DC is 15, Hard 17, Very hard 19, Easy 13

Need to gain a number of Infiltration Points (IP) per obstacle to overcome
Accumulate Alertness Points (AP) on failures or other conditions to represent guard awareness

*Group* checks - all PCs can roll, collectively accumulate IP against the obstacle
*Individual* checks - each PC rolls to get the required IP individually

* Critical success - gain 2 IP
* Success - gain 1 IP
* Failure - gain 1 AP
* Critical failure - gain 2 AP

*Edge points* allow PCs to turn a failure into a success, assuming a suitable challenge.

Complication - You aren't from around here, are you?

Triggered the first time the PCs reach 4AP. If not defeated in fewer than 4 rounds gain 1AP (which does nothing in this case because nothing is triggered by the number of AP gained other than a slightly unsatisfying 'you don't get the scroll case', which itself makes no difference)

Watery Entrance
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* Infiltration points 2 (group); Find a boat with **DC 13 Survival** or **DC 15 Perception**, hire it with **DC 13 Diplomacy** or **DC 17 Intimidation**

The Silver Devil's main base is almost directly on the water, making entering over the river viable. The Pathfinders can hire a boat to cross the water. A PC who spends 2 gold to tip the sculler gets a +2 status bonus to their Diplomacy checks.

Guard Post
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* Infiltration points 3 (group); Overcome with **DC 15 Athletics** to climb the wall, **DC 15 Stealth** to sneak past, **DC 13 Diplomacy or Deception** to distract.

The Silver Devils have a guard post in front of their hideout where some members keep watch over their base, but they're not very loyal and are fed up with being stuck on watch. A bribe of at least 2 gold grants a +2 circumstance bonus to all PCs' Diplomacy checks against this obstacle.

Old Squeaky Floors
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* Infiltration points 1 (individual); Overcome **DC 15 Acrobatics** to jump over or **DC 13 Stealth** to avoid. Also allow carpentry lore or similar to identify boards, one check per PC

The wooden boards of the dock are very loud if one doesn't step carefully.

A Maze of Structures
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* Infiltration points 3 (group); Overcome **DC 15 Perception** or **DC 15 Survival** to identify which buildings are in use

There are several buildings that the Silver Devils have taken to using, and finding the right one will save the PCs precious time.

Tripwire
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* Infiltration points 1 (individual); Overcome **DC 17 Thievery** to disable or **DC 15 Stealth** to avoid; one check per PC

The Silver Devils have places tripwires rigged with jingling bells at most of the entrances to the warehouse. This could alert them to someone attempting to sneak in.

Locked Door
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* Infiltration points 2 (group); Overcome **DC 17 Thievery** to pick the lock, **DC 19 Athletics** to smash the door as a group

The Silver Devils' headquarters is locked, as there is an important meeting taking place inside. The Pathfinders must first defeat the lock to get through the door.