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If they want to wait and see then let them arrive at Cassomir. They can still complete the Dream quests at Cassomir but will have to essentially "gauntlet" them since there won't be any ship events to break up the dream segments.

It also depends how much you told them at the end of Book 2.

Book:
IF you told them that Lowls is after the Necronomicon already and where it is located then they technically could skip Cassomir and the Dreamlands.

They would lose out on the chance to get their memories back, the stat boost, and the crazy experiences though.

If you told them that Lowls was just going to Cassomir then it can be more incentive to dig into the dreamlands. They will get to the town and have no idea what they are after besides looking for Lowls.


I think in regards to the NPC

Spoiler:
You can say she has the coordinates on her datapad if she isn't captured alive.

Outside of the NPCs, it does state that they can use the transmitters to triangulate the source of the signal with a DC 32 Computer check at each transmitter.


The app stuff sounds amazing. I'm playing this game via roll20 so I might just do a bunch of journal tabs and stuff for it. Would love to see the map and showreel video you used. I'm prepping this campaign now and really want to give the place a great vibe to it.


My group has done something similar. I decided that the colonists will take "justice" into their own hands and kill the prisoner because of the atrocities that the Azlanti forces have done.

The other thing to keep in mind is the Azlanti are prideful people and being captured isn't dignified. They'll likely try to do something so they aren't ashamed of being caught.


Looking it over if you check the "Creatures" section of the area it describes Omenisca as "An Azlanti noncombatanat engineer". It sounds like she doesn't have any true combat skill and would just be a normal engineer.

If you wanted to give her stats could do like Mechanic 1 or Technomancer 1 to make her have some use in case combat breaks out in that area. Otherwise I think she's more for activating the robots.


I believe part of the voicebox mission/hovertrike might be for the party to realize that there are hovertrikes in the colony and they could use them to travel on the planet, especially for their trip to the Royal Venture. Unless they openly start looking for it, I'm not sure if the colonists will offer the hovertrike knowledge freely. Their means of traval would affect the final battle against the Barazad so that's probably the only "use" for it.


If you are starting Starfinder one thing I would recommend is doing a quick one-shot of the SF Scenario "Into the Unknown". This will give everyone a chance to get a slight feel for starship combat and SF combat.

Creating reference notes for starship combat and roles will help them in terms of that aspect of the game and you can find many "cheat sheets" online to use.

As mentioned before, being human helps and would probably try to restrict races to just the core races to help make it a bit easier for the second book. I'd also remind them, and I believe the book has a note about it, that they can put a point into Culture to learn a language as being able to speak Azlanti will come in handy for various parts of the adventure. I likely wouldn't have a character start with knowing Azlanti as they aren't part of the Pact Worlds so there would be no reason to know the language beforehand.


That tends to be a common thing with APs that I've seen in Pathfinder as well. Experienced players who can build efficiently can make some adventures a cakewalk. I also don't believe that they had races outside the core races in mind when they wrote it so that may certainly play a part in it.

I would definitely bump some enemies up to see if that helps a bit. Any cadets -> Sr. cadets could make them be a bit more durable.

As for Olaraja, that's the way the dice rolls. My encounter was anticlimatic as I missed every Jolting Surge cast and got rushed down. He only lasted a few rounds in my game.


When I ran it in Roll20 I had 4 different variations of the labryinth on the map and stacked them on top of each other. I also used Dynamic Lightning for this one and mapped out the rooms that don't move first, followed by 4 different dynamic lightning groups for each rotation.

Whenever a lever was pulled, I hid the PC's tokens which cause their screen to go black as I swapped the dynamic lightning group and toggled down to the next map layout. Once all was set I popped the PC tokens back onto the token layer and they saw the new layout.


Do the Azlanti soldiers speak Common? It seems they speak only Azlanti so trying to figure out how they communicate with the colonists. Do the colonists know Azlanti or is there some form of translator that the soldiers have?


Hello,

I received my order over the weekend and AP #131 The Reaper's Right Hand has a number of pages falling out of it and other pages where the binding is starting to come off. I sent an email to customer service with screenshots but have yet to hear back as I would like a new copy without a number of the pages falling out of it.