AP#2 Chase scene; consequence for failing action. (Spoilers)


Dead Suns


I'm preparing my game session right now and i'm currently at the Yaruk's chase scene and i wanted to make sure i read right ''pc actions''

Dead Suns: Temple of The Twelves p.17 wrote:
PC Actions: During a phase, each PC can perform one of the actions below to distract, dodge, or outthink the yaruks while scrambling for safety. A PC can attempt more than one of these actions during a phase, but doing so imposes a cumulative –3 penalty to each check he attempts during that phase. Failing a check does not harm the PCs, but it does prolong the chase. For some of the PC actions, if a PC succeeds at the check, the PCs earn a “success,” which contributes to the PCs escaping the rampaging yaruks (see Development below). A PC can also perform one reaction per phase[

So the text is rather clear, PCs can perform a list of actions to get successes to escape the Yaruks, so far so good. What i'm not sure is about the following: ''A PC can attempt more than one of these actions during a phase, but doing so impose a cumulative -3 penalty to each check he attempt during that Phase.'' Since there's no penalty for failing a check, well beside not accumulating any success, is there anything preventing PCs from trying to roll until they can't no longer achieve the roll?

If there's nothing won't that make the chase a bit too long gameplay wise?


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There's the potential for the party to die during the chase. I had 1 guy go unconscious and 1 person pretty badly injured during it.


SirShua wrote:
There's the potential for the party to die during the chase. I had 1 guy go unconscious and 1 person pretty badly injured during it.

Oh alright, that's something i'll consider, having a party of five i guess that makes a lot of success to get. Although i guess that after being trampled a couple of time unconscious PCs can just stabilize and raise later with remaining resolve. After All i don't see Yaruks going out of their way to make sure unconcious PCs died if there's other running away.

And i'm curious how many checks were they attempting per round?


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I had a party of 5, And only 1 check per round. I forgot to mention the possibility of making multiple checks since i was learning how to GM and use roll 20.

Dark Archive

A little late I bet but I had a party of 3 for this one so 12 checks. The pilot has almost no useful skills and the Xenodruid was at home and made 2-3 checks a turn before running out or failing out.

My biggest challenge was do I let talk to animals apply to the head which is +30 feet or the base of the foot which could be 30 feet for a bonus to rolls.

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