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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber. *** Starfinder Society GM. 28 posts. No reviews. No lists. 1 wishlist. 72 Organized Play characters.


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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yay!


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wonder how this will interact with Organized Play?

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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Section C "Holiday Hunt" has you hunting for arabuks after sunset in "extreme cold (Core Rulebook 400)". If you fail your skill check to find tracks or guess likely locations, you will need "over an hour" to find an arabuk.

Core Rulebook 400 says that "Extreme cold (below –20° F) deals 1d6 lethal cold damage per minute (no saving throw)."

Regular armor environmental protections are no help here, as those protect you only against cold "as low as –20° F" (i.e. up to severe cold but not extreme) and do "not protect against cold … damage from … environments that deal damage without allowing a Fortitude saving throw" (Core Rulebook p. 198f.)

A thermal capacitor armor upgrade in your armor may or may not help: those allow you to "exist comfortably in conditions between –50° and 170° F without needing to attempt Fortitude saves" (CRB 207), but extreme cold deals damage without a Fortitude save so I'm not sure whether the armor upgrade would negate the damage entirely ("exist comfortably") or only apply the cold resistance 5.

Also, thermal capacitors are at least level 5 items and characters in this scenario may be level 3. The party *do* have the ability to get a mk 1 thermal capacitor as a gift during the scenario but (a) that's only if they succeed at two skill-check tasks, (b) it's only 1 capacitor for up to 6 characters, (c) characters might not have an upgrade slot in their armor.

This means that parties may be looking at over 60d6 lethal cold damage if they fail their skill checks, just to get to the arabuk (plus an unspecified amount of additional damage on their way back). (And Fortitude checks of DC up to 75 or take additional nonlethal cold damage.)

Even if they are good at tracking and find the arabuk in 20 minutes, that's still 20d6 cold damage with no save allowed.

This seems excessive so I must be missing something.

How is this intended to be handled?

Is the extreme cold only intended to be severe cold (–1° F to –19° F), perhaps? Then normal armor would protect against it completely and the cold environment would be reduced to mere flavour rather than a lethal hazard.

Or is there an errata somewhere that I'm missing?

Or is this to be read as written, perhaps as an advertisement for the thermal capacitor armor upgrade ("this item exists and sometimes your life may depend on having one")?

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rainzax wrote:

Boats, Estates, Titles.

What else was possible under the earlier systems?

My favourite vanity was the one that allowed my cleric to use Medicine to Earn Income.

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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

The adventure says,

"Creatures who move adjacent to or fly anywhere above a square with lava take 1d6 fire damage"

Is this per movement, or per lava square?

If I move 25 ft (5 squares) parallel to the edge of the lava, do I take 5d6 or 1d6 fire damage?

If I move 50 ft in two movements, is it 10d6 (going past 10 adjacent lava squares), 2d6 (two movement actions), or 1d6 (one continuous movement)?


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Wolvencroft wrote:
What is the file size on the PDF? Ty

About 13 MB.

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The Nightmares’ hoof attacks are described as Ranged.

I assume that they’re supposed to be Melee attacks, as in the Nightmare entry in the Bestiary ( https://2e.aonprd.com/Monsters.aspx?ID=308 ).


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Is it likely that this adventure (and future adventures) will receive SFS sanctioning at some point -- i.e. that it will be possible to apply a boon from this adventure to an existing SFS character, the way we can with Adventure Path volumes?

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LeftHandShake wrote:
Nothing in the text suggests that the caravan moves faster if the PCs do

Well, there's the bit that says

Scenario wrote:
As scouts, the PCs are expected to search for safer and faster paths.

which one could interpret as meaning "If the PCs do a good job, they find routes that do not require the caravan to travel at half speed all the time".

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The encounter scaling instructions for encounter B (khyyrent guards) are identical to those in encounter A8 (skeletal khyyrents) and reference skeletal khyyrents pulling themselves up out of the rubble.

Is the effect ("staggered for the first round") intended to be the same for the khyyrent guards as for the skeletal ones, or something different?

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Eric Nielsen wrote:
Also Lt ELoqi's pronouns are generally male, but on four places I think feminine is used.

For what it's worth, https://www.aonprd.com/RacesDisplay.aspx?ItemName=Hobgoblin lists "Eloqi" as a female hobgoblin name.

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John Brinkman wrote:
I noticed the Cairn Wight is a variant of the Beastiary Wight - the change is these guys have a sword. The sword attack gives "plus Drain Life", but the Drain Life attribute only seems to apply to the claws. Was this an oversight or an attempt to add the trait?

Have a look at the "Wight" entry in the Bestiary (p. 332) and read the extra text at the top left:

Bestiary wrote:

OTHER WIGHTS

In addition to the wight presented here, many other varieties exist. For example, the covetous cairn wight—ritually created to eternally guard its own wealth or that of its master—haunts barrows, ossuaries, and mausoleums. Unlike other wights, cairn wights can channel their life-draining touch through their melee weapons.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

The Organized Play chronicle sheet for part 1 gives access to the Terminus Wild, a Tier 3 starship.

It also says that "you can only slot this boon in a Tier 5-6 scenario".

Was "5-6" intentional or should it have been "3-4", to match the tier of the starship more closely? Mostly, characters have a starship that's around their own tier -- so I'm not sure why a level 6 character would want to choose a tier-3 starship.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
Lethallin wrote:
Getting particularly large maps to align just right in roll 20 is a headache

Tip: it helps if you edit the bitmap image and crop it to the edges of a grid (i.e. remove all partial squares at the edges).

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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

The lemures are said to patrol the corridors occasionally -- but how do they get out of the secret room?

The fastest way is from F8 (the secret room where they live) to F5 (the corridor with the cells), but how do they open the door without disturbing the "layer of undisturbed dust and a thin veneer of daub like that used to seal cracks in the nearby wall" that keeps the door hidden from the corridor side? The "dust and daub fall away easily when the door is opened", after all.

Does Rosh plaster some more daub over the door every day and sprinkle some dust over it?

Do they teleport through the door somehow, thus avoiding having to open it?

Do they always use the door to F4 instead? How do they get through the locked door between F4 and F5, then?

Teplebaas can teleport, but can't take any other creature along with him, and in low tier, he isn't even present.

Am I missing some kind of secret "walk through closed doors" ability that lemures have?

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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
DM rainzax wrote:
Ideally, I'd like to know which pages have altered text, so I can print those out and replace them in the binding.

I opened up both versions and flipped back and forth between them repeatedly, trying to see which parts of the page (if any) flickered when I did so.

Not foolproof, but at least the following pages have major changes:

10, 13, 31, 32

11 is slightly changed due to 10 being changed

7 changes the alignment of one character

16 and 26 have minor changes that seem to be essentially just formatting

29 has the picture slightly changed

I may have missed some other minor changes.


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Map errors:
The scenario says that it uses "Pathfinder Flip-Mat Classics: Warehouse" in one place (B2) and "Pathfinder Flip-Mat: Warehouse" in another (B3). That second source should probably be "Pathfinder Flip-Mat Classics: Ship" ("B" side).


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
logic_poet wrote:
This product description does not have a price.

Same for me. Adding it to my cart showed a base price of $49.99, though.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
bobtheworm1513 wrote:
Is there a reason why this was taken down and not available for purchase?

It's available for purchase now.

I'm guessing that someone pressed the magic button on Monday after the Thanksgiving weekend :)


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Zaister wrote:
Shouldn't this be available by now? It used to say November 27, right?

Perhaps someone had to press the magic button but forgot to do so on the 27th, and now Paizo is closed for a long weekend after Thanksgiving.

Let's hope the magic button gets pressed when they come back on Monday.


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Nitehood wrote:
Another question.. Did the factions change in PF2?

Yes. The old "geographical" factions have been retired and PF2 has new factions that focus more on the goals of the Society itself.

Read about them here:

http://www.organizedplayfoundation.org/encyclopedia/pathfinder-2-0-factions /


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
rainzax wrote:
When will this be available for hard copy purchase?

Likely never. Society Scenarios (one-shots, playable in about four to five hours) generally only come out as PDFs, unlike longer adventures such as Modules or Adventure Paths.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Are quests planned to come out once a month?

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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
Xathos of Varisia wrote:
The final map doesn't seem right. It calls for specific tiles from the Forest Perils set, but doesn't use them. Instead, it appears as if the map uses tiles from the Forest Starter set.

I saw that, too. My guess is that the list of tiles is correct and the map image in the scenario is not.

Note that one in the bottom row has a funny little road connecting to nothing at either end; it makes a bit more sense if you have the Perils tile in that position.

What I found a little annoying is that a bunch of tiles were used for both maps, so I can't just sort them in the right order with the right orientation for both maps beforehand but will have to re-shuffle (and re-orient) a bunch of them from one map to the other.


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Which maps are used in this scenario?


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Michael Sayre wrote:
We'll have the typical grace period where if you've already played this before the sanctioning docs hit the site, your GM will still be able to issue Chronicle sheets for you.

How long has "the typical grace period" typically been in the past? A week, a month, half a year?


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
Fumarole wrote:
Now that the modules are being resurrected for second edition, what can we expect for release frequency?

The page currently says:

Paizo wrote:
Paizo releases an average of three new Pathfinder Adventure products annually.