Venture Captain since December 2014
The only reason I suggest it is because we get Starfinder (1st edition) credit for running these scenarios. I got my third nova as a result of running Shards of the Glass Planet over ten times. However, I’m happy with whatever you decide. I’m just delighted to be playing! Thanks for running this adventure.
I ran this twice at OGC over the weekend and I will be running it at GenCon for another five sessions. I had a really fun time with this scenario, but now I have questions about A3. How do you resolve a game of Kingmaker in this encounter? Is it separate from actual combat and able to be resolved on a board? In one of my sessions, I made it almost like a game of life size chess where Chaliz is commanding his two minions and one player began commanding the rest of the party. The players quickly tripped the ruffians and Chaliz admitted defeat with his pathetic criminal minions.
I notice that Featherfall in the low tier has the following attacks: Melee [one-action] fist +11 (reach 10 feet), Damage 1d12+5 bludgeoning plus Improved Push 5 feet I notice that Featherfall in the high tier has the following attacks: Melee [one-action] talon +12, Damage 1d10+7 piercing plus Grab
I am questioning whether the low tier Featherfall is correct. It seems strange that an owlbear would use its fists. It has reach but its higher tier counterpart does not. Could somebody verify if these stats are correct or if they need to be fixed?
I ran this last night and the party had great fun, but at Subtier 1-2, the encounter was a bit underwhelming. Even the commoners from encounter 1 have more hit points. I cannot believe they would make the second encounter, which is supposed to be harder, with creatures who have fewer hit points. The trappers also did not have ranged weapons. Encounter 3 was much more in line of increasing difficulty.
I ran this four times at PaizoCon. After running it with 3 gp/day for the first three sessions, the entire downtime activity became silly. It felt like the entire exercise was nothing but a time waste. However, on my last session, each day I deducted 1 gold per npc hired. Sometimes it was fifteen gold. Sometimes it was nine gold. It finally all made sense. That is what was clearly intended. Most groups will be able to finish all of their tasks, but they may need to do some of the work themselves. It certainly helps players to have a character or two trained in crafting. I built a page on Roll20 where I had one token for each task as well as a token for each npc. NPCs were labeled with a C for carpenter, B for blacksmith, S for stonemason, and SG for a sage. Everyone had control over all the tokens and they also moved the progress on each token that I used for downtime tasks. They crossed out tasks that were completed. I also gave them the DCs of the tasks in each task token and this helped speed up the process. We finished in about four hours fifteen minutes, however I did skip the midge fight and the second wave of undead. Overall, I loved this scenario, and my players did as well. I admit, it runs long, but it really helps when players are organized and can communicate well with each other. Otherwise, you are certain to run out of time.
I ran this last night and had a great time. I ran over at around 5 hours. I am running this repeatedly at PaizoCon and now I’m trying to figure out how to trim the time back to four hours and keep all of the fun bits. I could skip the battle of the midges but it is useful around that point to have a small combat to break up the downtime activities. The other place I keep coming to is the repair of the keep. It is a great series of checks and the players loved it. I also used the ideas found in this thread and built a great page on my Roll20 session where I made a token for every downtime activity. Players are moving up bars on those tokens as days of work get accomplished and skill checks are made. It’s great fun. However, the players were way ahead of schedule and did not have any fear of running out of gold. In the end, I’m wondering if they can fail. I’m wondering if knowing that I can speed this section up so we can get on with the finale.
Tom, I think your approach works better for this adventure, but I’m wondering about the intent of the developers and what creates a better story. Here is the table for consecrate on page 411 of the Core Rulebook. I would hate for the players to critically fail. One bad roll could last an entire year! Critical Success:The consecration succeeds, and it either lasts for 10 years instead of 1 or covers an area with twice the radius. Occasionally, with your deity's favor, this might produce an even more amazing effect, such as a permanently consecrated area or the effect covering an entire cathedral. Success:The consecration succeeds. Failure:The consecration fails. Critical Failure: The consecration fails spectacularly and angers your deity, who sends a sign of displeasure. For at least 1 year, further attempts to consecrate the site fail.
Tom Parker wrote:
If they hire 12 villagers a day wouldn’t that cost 12 gp per day instead of 3? After only 12 days, they would spend 144 gold and nearly be out of money.
Instead of the custom map for the camp, I am thinking of using the palisade castle map from Flip Map: Castles Multi-Pack . The size is about right and there are plenty of tents to use.
So, I am planning to run this at an upcoming convention. I have Parts 1, 2, and 3 each scheduled for its own slot. I was originally thinking that Part 1 would be played by level 1 characters, Part 2 by 2nd level characters, and Part 3 by 3rd level characters. I think part 1 would be too easy for 3rd level characters and likewise, I think part 3 would be too difficult for 1st level characters. I think I would need to have players level up between each part. However, at the end, are my players each earning one chronicle sheet for all three parts? Is this correct?
Here is my revised schedule and I'm super psyched to be running some Starfinder! Slot 1, Thursday AM (0800-1300): SFS Quest: Into the Unknown (Round)
Slot 5, Friday AM (0800-1300): SFS 1-01 The Commencement
Slot 9, Saturday AM (0800-1300): SFS 1-01 The Commencement
Slot 13, Sunday AM (0900-1400)**: PFS 8-16 House of Harmonious Wisdom
In the section Couage Under Pressure, I am surprised that Disable Device is not one of the skill checks needed to find and repair the eight flaws. I suppose this emphasizes that finding the flaw is more important than fixing the flaw. Perhaps I'm just a big fan of disable device for things other than locks, but I just cannot help but imagine the excitement of trying to repair the flaws before the explosion goes off. Maybe I'm just thinking of this as deactivating a bomb.
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