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Pathfinder Starfinder Society Subscriber. ** Pathfinder Society GM. 6 posts. No reviews. No lists. No wishlists. 15 Organized Play characters.


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Pathfinder Starfinder Society Subscriber

Why is Paizo making this so complicated? You have an online content store. STLs are digital assets. Is there a reason you can't just sell the STLs the same way as you sell PDFs? I don't want to back a crowdfunding campaign, I just want to get the models you said would be available months ago so I can use them in my games and help entice people to play (which will help you sell more games!). Seriously, why? Why not just do this the easy, obvious, way?


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Pathfinder Starfinder Society Subscriber

So.... any news? Trying to persuade new players to have a go at Starfinder and minis would be really helpful!

2/5

Pathfinder Starfinder Society Subscriber

Of course, I shouldn't have had to do this in a product I paid for. Come on Paizo...

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!

Show Time
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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.


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Pathfinder Starfinder Society Subscriber

I ran this last night, somewhat to my irritation I had to completely re-write the infiltration part as the author has not understood how the rules work (I'm fine with this if it's a free thing, less fine with having to do Paizo's job for them when I'm paying for it). It's a nice, short, quest otherwise though - it ran about an hour and a half and we weren't hurrying things.


Pathfinder Starfinder Society Subscriber

Ran this a while ago for some of our regular PFS players - thought it was a great scenario and a lot of fun (I'd not run any high level content longer than a PFS scenario or two so had to do a lot of prep work, but that was fine). Players all had a great time, but as we were playing non-PFS mode characters and they're all massive cheese merchants some of the combat encounters were a bit too easy. I made some minor modifications for them...

Spoiler:

At the end of Part 1 when they descend into the final bit of the lair, I had the shadow collector there as a dominated thrall of haramil's shadow (the psychic one). Haramil hit the main melee DPS with paranoia while the shadow collector stole shadows and generally laid waste with shadow evocation. Made the fight much more memorable. In plot terms I reasoned the collector had followed the party through the dungeon, and taken a different route to them, getting to the final encounter first and falling under Haramil's sway in the process

For part two...

Spoiler:

Any time any named NPC had the option to escape from an encounter they did, and I had them reappear at the next one. My players really really needed to kill the bard who's leading the cultists in Aiyana's manor, after she managed to escape them twice. They were so happy when they finally caught her!

Part three...

Spoiler:

I had some of the more powerful NPCs appear together, rather than spreading the fights across multiple encounters. So shadow naga / nimbral child / high level clerics rather than hitting them separately. Properly scary final big bad, gave the players a real shock with the quickened shadow step!

One of the players was our (very experienced) normal PFS GM, he in particular really enjoyed it because it was different to regular scenarios. Great work :)