Empire of Bones (GM Reference)


Dead Suns

51 to 61 of 61 << first < prev | 1 | 2 | next > last >>

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.


Starfinder Superscriber
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?

Styrofoam

Completely ignored the component- didn't really get to use AoEs much with how the fight went down. The biggest scare for my players was the Wall of Force.

The Solarian rushed in when Serovox followed her right after in initiative order. Serovox separated the Solarian from the group with Wall of Force and went one-on-one in melee.

I used the Gatecrasher to harry the Mystic so she couldn't Dispel Magic for a few rounds. Thanks to the dice gods the party got an great scene of their Solarian getting her arm lopped off from Serovox's critical hit.


My group just finished the AP and the last battle was super easy as our soldier attacked Serovox three times and got two critical hits, leaving them almost dead and burning. Just after this, our solarion charged and misses, but Serovox tried to get away from him and provoked an AdO (the solarion had all the step up feat line) and died before doing anything!
The gatecrasher tanked four whole turns after it, until the technomancer used grease and it fell.
The batlle was so good that the players loved how they finished the invasion Just as they planned.


rixu wrote:

Well, we finished the AP few weeks ago and everyone really enjoyed it. In the last book there were a few things that the players didn't enjoy, including the final Boss fight. I'll write our experiences so others may prepare for them better than I had :)

The players took the see invisible -spell ampoules which the boss dispelled. They had one left so basically the only one able to see the boss was their soldier. After killing the other creatures only two creatures were playing actively: the soldier, who was soaking around 75% of bosses damage with his Energy Resistance, who was shooting Serovox, and Serovox attacking him with Explosive blasts. Others were taking ready actions and trying to pinpoint Sevorox every time they attacked. This took ages since Sevorox could be invisible for 26 rounds (used 2 greater invisibilities) and got boring and repetitive quickly. Even a shirren can't see Serovox since they fly and there is no atmosphere so no vibrations to detect. Only reason Sevorox was killed in the end was because of lucky crit that took them under 40 HP which, according to tactics, made him get down and the team melee solarian hit him for around 100 damage.

After this they looted Serovox and found the Electroencephalon Command Key. I allowed a mysticism roll with DC40 which they made and realized what the item was. Instead of destroying it they threw Sevorox in Null Space Chamber and secured the key. After getting back to Absolom Station they gave the NSC and the Key to Ambassador Nor who was extremely happy about it.

The spaceship battle felt quite dull also, since the other ships barely got through EoBs shields and EoB did triple crits on pretty much every shot, disabling them in few rounds. With the +10 to rolls they pretty much hit automatically.

One noticable thing was also the fact they did not get any credits when getting back to the station. Maybe it was left for the GM to figure out but since they brought Serovox in I had a good reason to give them 50k from Eoxians, and also gave some...

My party handled the boarding of the EoB pretty easily, and the Envoy's Bluff checks to get by the patrolling ships was a point of hilarity for our table. They came upon the idea of sneaking in on their own pretty quickly, with no encouragement. It's interesting to hear how the sevorox fight went for other parties, though I suspect mine will have an easier time off it. Mainly because the Empath Mystic will have emotionsight by then, and the likelihood of Sevorox passing the DC 40 something check to actively suppress his emotions is unlikely. We do Hangar Country this Saturday.

51 to 61 of 61 << first < prev | 1 | 2 | next > last >>
Community / Forums / Starfinder / Starfinder Adventure Path / Dead Suns / Empire of Bones (GM Reference) All Messageboards

Want to post a reply? Sign in.