Clockwork Snail

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The ruling for the Remote Hack ability states: "You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet."

However, would limitations come into effect?

1) Does this ability rely on the target device having an interface system that enables a remote. Example, there is a computer device that's not connected to a network/info sphere and can only be interfaced with a wired console - would that be a valid target for the Remote Hack ability?

2) What about walls or radiation: such as steel, concrete or Adamantine. The rules talk about how their hit points and hardness. But nothing on how they limited remote or communication signals. Would a mechanic be able to remote hack a computer on the other side of the wall?


I see several points in this thread. Thinking on it, I believe that the Technic League's takeover being gradual since they won't be interested in the town itself, they just want to excavate the ruins. It can start with the TL sending a small force to occupy the dungeon while the town goes about it's business. This will make things uneasy for the people of Torch for awhile, but they're afraid of the possible retaliation if they outright oppose them. However, things can escalate while the party's away. :-)

I think it might minimize the chances of the party to start any liberation campaigns. Not that I'm opposed to that, but I doubt they'll bite. They're all hardcore LN mercs who are only looking out for they're own greed.


To make a long story short (because I know that I said this) in previous threads, the party decided to hire Sanvil Trett on the spot for their mission to rescue Khonnir. As a result, Sanvil was able to explore up to the entrance of the Engineering deck, he had access to Khonnir's notes, and his share of the treasure included a handful to technological artifacts that the party looted. At this point, Khonnir has been brought back to the temple, while party and Sanvil went their separate ways.

As far as I'm concern, Sanvil has more than enough information to present a glowing report to the Technic League in Starfall, and is packing up to leave. I also estimate it would take about a week for the Technic League to organize a garrison to occupy the town.

My question is this: if the Technic League takes over Torch, how will that play out for the rest of the adventure path?


Right now, I'm running the first adventure with a party of mercenaries.

When they accepted the invitation to Silver Disk Halls, they attacked the dice dealer and several bouncers when they suspected that the game was rigged. This got the city guard's involved and the party is accused of murder and assault. However, Sanvil Trett (in exchange for a favor), talked the council into allowing them to continue and explore the caverns below. Right now, the party's goal is to bring Khonnir back alive in exchange for leniency.

The day before, when the party heard about Sanvil, they hired him as muscle on the spot. The first part of the cave was rough for them and they felt that they needed a fourth man. So my other concern is party balance with a 3-PC group that's not optimized for damage. Plus, I'm new at DMing, so I lack experience with balancing these things.

My advice, from my mistakes, as a DM, if you're going to run the Silver Disk session, make sure you enforce a no-weapon policy. Also, if the party is more neutral-minded, then be ready when they retaliate against petty slights.


Kot the Protector wrote:
Hetuath can be a tough fight, especially if the PCs haven't hit level 2 yet, and are possibly tired and missing resources from dealing with the habitat module.

Yeah... between his resistances, magic+slashing damage reduction and immunities, Hetuath was a tough nut to crack. I ended up turning him into a zombie variant with out so many defenses.


I'm running a campaign with 3 players, and all of them are lacking the damage department. I don't know if your 2 man party has that same issue, but keep an eye on that. A few monsters have either damage reduction, hardness or energy resistance which could make encounters impossible to overcome.

So, either gestating / an NPC cohort / or allow them to have 2 characters, might help.


Beardsmith wrote:


My worry..
** spoiler omitted **

Here's my advice for you Beardsmith

Spoiler:
Instead of having Sanvil meet the party, just have him try to break into Khonnir's Foundry trying to steal notes, or allude to this why they were away. Basically, just plant the idea that he's been snooping around while the party was away

However, I have a different problem with my small party. Or, should I say, a very interesting scenario.

Spoiler:
My party actually met Sanvil after they complete the Black Hill caves. They had a rough series of combats and are lacking in the DPS department - so, once they heard that he can fight, they hired him to come along to the ruins under Torch. At this point, they pretty much handed him whatever secrets are within that cave. At least they picked up on a few hints, they are wary that he's 'taking too many notes' and he suggested to not inform the council on what they found.

Worse, the party also suspects that Khonnir is a bad guy (Sanvil is also playing into that fear). Next session, they'll be exploring the science deck. So, I wonder how things will play out once the party meets Khonnir.