Empire of Bones (GM Reference)


Dead Suns

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Boarding the ship with a program in place from an NPC that let us do it, with no forshadowing, felt like more than a little bit of a dues ex machina or butt pull. It really could have been more of a skill challenge that sets up how hard the incoming fights are, with the PCs providing the direction and initiative rather than the NPC having the ready made solution there.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Question about the Corpsefolk Marines from the first part: they are CR7, but have the HP for a CR8 creature (126 vs 105 for CR7) is this an error, or an intentional bump in health?


I think the CR 8 array is 125 for a combatant? I didn't notice so I ran it as written. It didn't make much of a difference for my group.

Paizo Employee Starfinder Design Lead

The Diehard Bard wrote:
Question about the Corpsefolk Marines from the first part: they are CR7, but have the HP for a CR8 creature (126 vs 105 for CR7) is this an error, or an intentional bump in health?

Intentional. They have the Extra Hit Points ability (AA 142), but since that just gives them 20% more HP, there's no need to list it anywhere.


Noven wrote:
My group came up with the awesome idea to disguise their ship using the IFF codes from the last Kish transport that serviced the station. They then rolled awesome computer, engineer and physical science rolls to board the Stellar Degenerator, manage to steer it into one of the stars. Singe they had a command over the Kish language, kept rolling good skill checks, I saw no need for them to be railroaded into a really bah idea to Han Solo the Empire of Bones. With a team of four and no GM prodding there was just no reason to assume this was the best course of action. Good thing it was in campaign mode SFS because making them do the boarding action seems pretty silly. There needs to be a better compelling reason to board the ship.

I love this. My group got railroaded into the dumb slog through the Empire of Bones and I honestly can't wait for the AP to be over at this point. It is such predictable Paizo module design and not being allowed to perform creative acts to overcome anything is making it worse. We wasted an entire night brainstorming and working out details only to just find out it isn't want the module needed for us to win.

We essentially just decided to walk into every obvious trap and fight through since it just wastes time and resources to do otherwise.


Serovox doesn't have any used batteries for his explosive blasts. I figured I would give him a few so he could use that spell. For those of you who have run this, have you been giving him a bag of batteries, or do people mostly ignore that spell component?

Grand Lodge

Pathfinder Starfinder Maps Subscriber

So I solved the group resource issue by having Temple Found in Book 4 be full of UPBs, and told the group to craft on the way to Book 5. I'm also planning on there being a lot of loot in Book 5's Armory and on the cultists!

I think that riding the stellar degenerator sounds like a more epic way to go, frankly. But I'll wing it and go with what my players decide. I like the idea that the encounters and maps in Book 6 could take place either inside the Stellar Degenerator or inside the Corpsefleet vessel.

Hmm


Styrofoam wrote:
Serovox doesn't have any used batteries for his explosive blasts. I figured I would give him a few so he could use that spell. For those of you who have run this, have you been giving him a bag of batteries, or do people mostly ignore that spell component?

Entirely ignored it. It was the last major fight so I just went to town. Though frankly, I don't remember it coming up that much.

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