Hello, I purchased on subscription the above Scenario. Went to download it and it's a 233byte file, and while it downloads and extracts out a PDF file, it reports that it's corrupt (I didn't notice the size at first). I went back to my digital downloads and clicked the button to refresh the file to download, and it's generated it again at 233bytes. No rush, but please investigate. Kind Regards
Hello, Received my PDF copy of the above PDF last night, eagerly downloaded it. And concerned that there's issues with it. A large number of characters are missing from text. Without spoilers: On the ship detail inside the front cover. Under expansion bays, it's missing the "P" from Pact World under the reference document. Missing the "er" from the Science Officer of the Crew compliment. On the Contents page, in the content warning, last line, is it missing the "A" of Adventure Path. It's making a little difficult for the reading, but further concerned that this will be the case when it comes to the printed book (which won't arrive for a few days now). It could be corrupted download, but I've tired 3 downloads, with clicking the problem with download, click here, each time and on 3 different browers with 3 different internet connections (I'm through if nothing else). So starting to doubt it is that. Please advise. Regards,
P.S. I'm willing to go though and catalogue the missing characters if you want, but it'll be a while and probably spoilerific, so don't really want to post it in the open. Like this.
People with the PDF, can you just confirm something for me. Just downloaded my copy, and wondering if there is issued with a corrupted download or if it's the PDF itself. Trying to say this without spoilers, so: On the ship details of the front cover. Under expansion bays, is it missing the "P" from Pact World under the reference document. Missing the "er" from the Science Officer of the Crew compliment? On the Contents page, in the content warning, last line, is it missing the "A" of Adventure Path? For me, there are missing letters throughout the document, and it's not taken me long discover them. I hope it's just a corrupt download on my side, that I'll try to work out in the morning. And hopefully not a sign that it might of been printed this way, it would be a lot of effort as I struggle with my reading as it is.
Map markings for E12: The text for E12 lists a trap that triggers "When a living creature steps onto the marked space". But the map marks no such trap. The text hints at it's location, which I assume to be just east of the operating table, just as you enter the door.
Although the detail of the trap also mentions that it effects all who are in E12... which would be one person unless the entered the room with a side-step... or you allow multiple people to enter the room simultaneously and spread out a little. Apparently viewing the whole macabre scene for just outside the room grants immunity.
Anyone else read it yet? The real question about area A13:
Just wondering if anyone has any insight on A13. Master Computer Room, under the developments section just goes off on a tangent that doesn't seem to be connected at all with the details and discoveries in the room.
First a culture check for the Grand Assembly and the Assembly of Nations, which while true is nothing to do with any of the locations they discover, not it does appear (at brief glace to be mentioned anywhere else in the AP as a place they'll want to go and report their findings). Then it also mentions that the PC can conclude that there might be consequences from what they've discovered. It's a bit of a jump to go from... These towers will be activated soon and will do this. To this will effect the whole planet and potentially beyond. Additional oddity, but more my ramblings: Also I'm a bit of a loss to DCs of the culture checks, re.. DC 15 to know about the Grand Assembly. Okay doesn't seem too bad, but previously in A7. it's a DC 23 culture check to identify an image as an aerial map of the very city they are in... when they landed from orbit at the city not very long previously. Did the pilot not look where they were going?
I appreciate that auto-pilot and guidance systems might not give that level of detail, but did no one at all in the group look at the "You are here" map in the spaceport when getting off the ship to get a rough lay of the land, or was that map so obscure as to only point out the 3 areas for sleeping (as noted previously noted in the AP) and the offices they're currently in. In order to go, hmm this image is roughly shaped and detailed in the same way that this might be a map of the city?
-- The short of it -- I think I know the answer too this. But want to just check. The Aid Another, section suggests that you can assist on PC on a skill check by performing the same action. The action in question could be any of the Trained Only actions, however some I can understand it's the GM fiat on if the Aid Another is really applicable in the case in question. If the GM does decide that it's possible. However can a PC attempt the Aid Another on a Skill check if they're not trained. Ultimate for my home games I play it as GM fiat. But as a society GM could do with knowing the RAW of it? -- The long of it -- It makes sense to me in some regards, for example major engineering works, your PC might not know how the car engine fits together, but if anothe PC tells you to here hold this right here, and when they say now you're to drop it. Then well you can do that with some degree of sucess and it's aid them, even if you're not really skilled in engineering. In other regards maybe not so much, hacking into a computer for example, probably not able to angle the whole Aid Another unskilled, but again thats GM fiat on what can and cannot be assisted on. Oh I appreciate that some checks are right out. I'm not a big fan of Aid Another for an kind of knowledge check, trained or no. You as an individual know something or can work it out, or you don't/can't. No matter how many untrained PCs in the room shouting ideas is going to make you any where near more right. I was more thinking of the practical hands-on skills. There are also some actions for that trained only, such as recall knowledge that cover making an untrained check. If for example you are not trained in Culture, if it's a DC 10 or below you can attempt the check, but rolling a maximum of a 10 as a result. It may just be conincidence that the check has the same DC threshold, but it would like the matter cleared up from the Society GM point of view. All in all, there is no wrong answer for GMs who don't play Society games. But I would like it written out clearly, as a yes or no for Society games. For the moment, I have to go with a no, even if my personal judgement for some cases would be yes.
Yeah, thats kind of what I thought, but yeah didn't think it would be tempoary from a narrative stance. My group are in the middle of no where with limited supplies, so missing parts are likly to be for a while. I agree that the con can be deadly, but the con is a 5% chance of 10% chance to do up to 4 points, chances of doing killing someone is low, but there. However, the it can be recovered with rest even with limited supplies. Stunned again another situational one, but yeah possibly deadly, but give it 6 seconds and you're done. Still it is what it is :-) On the note of eyes not being on the augment table, you can get replacement eyes, Darkvision capacitors, standard (for example), but at 1,750 cr. it's a bit more costly. Still -2 perception is not too bad if you lean heavily that way.
Hello, I might of just missed something but for weapons with Wound, for 3 of the effects: Eye: lost eye, -2 perception
Are these effects permanent, as in they need cybernetic replacement or a regenerate spell? Just seems weird that these are really severe, given that both vital organ and brain are are pretty minor effects. Thanks in advance.
Just preping at the moment, and have gotten to the last section regarding the data module. The countermeasures, are potentially game breaking. In that fail twice and loose the only lead you have. I'm likely to change the countermeasure, so it's just a long lock out potentially delaying the their pursuit so they might choose to seek aid, but they get to keep attempting it. Does anyone else have any suggestions? Other than doing the awkward thing of. Well thanks for coming you've just lost your one and only lead, so that ends this adventure. Ultimately you hear tale of a devourer sect having a super weapon and have started the process of bringing about the end of the universe, but it's going to take some time, and so you'll be long dead before they pose any significant threat as long as you start running now.
Thank you both. I'm going over characters, builds and things. I didn't know about the trick-shot granting flat-footed, that would of turned at least one miss into a hit. Ah well, hopefully all involved will be better prepared for the next session. Also yes, the EAC to hit was higher than the AC 15 for harrying fire. Yeah the DC for demoralise is fairly high, but it's an options, can't say fairer than that at this stage. Hope if it does take it encourages the Soldier to drop Total Defense and start hitting. Finally, also trying to get the spell lists to review. But Mind Thrust, great... unless it's a plant and has plant immunities. So maybe that's not going in their favour :-)
I didn't tweak him, ran as written. All characters survived. I suppose it did help them, that it calls out that it focuses on non-humans, and the only non-human in the party happened to be the solider who takes the total-defense action when it starts getting rough. It moved away to use the leech-life, and but with that the mystic and techonmancer who had been holding back on slot-spell unleashed and it never even got the chance to do the flee at x-HP.
Dead Suns AP GM here, can you cite which page the ear rings are on? I'm past the university and have just scanned the section again and don't see any reference to ear rings changing hands at all, so a little confused there. Personally I give them the treasure that the books suggest, mainly from the balance perspective. I mean could change it for it's credit equivelent I suppose, then they could just buy the same item if they figured they wanted it. Still magic items are magic items, players will make of it what they want, the fact it's magic in a sci-fi setting, why the not make it earrings or any other jewerly, if it's magic it will help, and metal can always be sterilized.
Pantshandshake wrote:
It was mainly poor rolls, for example the operative, would be getting their trick shots setup, with a 15-16 on the die, but then getting a 4-5 on the die to-hit, but still adding up to a near miss. Their builds to this point haven't been an issue. Mainly ranged attackers, the soldier is melee but takes point and does alot terrain/obstacle blocking, and so when this creature torn through most of his stamina he started going Total Defense, that stopped me from progressing the fight, cause I was also rolling poorly and with Total Defense couldn't get past his KAC. I think it's a bit of a cross between inexperienced players not knowing what options they have at their disposal, hence the nature of this thread. And it getting late into the evening, and no one wanting to start trawling the rule book on possible actions. The session ended with them scaring it off for the time being, it's starving and "will fight to the death" so they'll encounter it again soon after it stalks them for a while. Hopefully they'll do their research as well on options they can come back with, but as an inexperienced group/GM, I'd like to offer some suggestions for future encounters on how to tip the balance. Such as, one laying down harrying fire, and the operative going for the feints would put a 4 point swing on the to-hit, along with Demoralize, hopfully allowing the Soldier to come back off the defense and start hitting thing again. They've not overall a 'I fight the thing!' group, so far they have incorporated into their crew a Goblin that surrendered, and a cultist who was just in it for the money. Android Solider - Melee, defense and protector is his style.
Hello all, I'm a fairly new GM to Starfinder (and not really played/GM'ed Pathfinder either, so no personal context from that either). In my last session my group were having some pretty bad rolls (as were I), and but after hitting a creature for over half it's health, it used healing abilities to bring it up to maximum again. At which point after a few rounds of not hitting each other we had to call the session there as it was going to go on too long. Now I've been doing some digging into the rules, to make suggestions to the players for the next session. Such as: Bluff(CHA) - Feint, to allow you to have the creature you feinted to have the flat-footed condition. But from it's wording (and my understanding), it only grants the bonus to the character who made the feint. Harrying fire, hit an AC 15, next ally to attack gets +2 circumstance bonus to their next attack as long as it's before your next round. Finally Intimidate(CHA) - Demoralize, to attempt to impose the shaken condition on an enemy. Is there any thing else common or otherwise that the characters can do to try to swing the fight into their favour? Equipment suggestions, while useful for future reference, are a little hit and miss at the moment, as they've kinda started on their journey and won't be back in civilisation for a few weeks yet to re-supply. |
