1-17 The Time Lost Tear


GM Discussion

5/5 5/55/55/5

1 person marked this as a favorite.

Reading through

10 foot squares *grumble*

Radiation says it loses hit points. The way its worded makes it sound like it cuts through to HP without passing go or using staminia. Is that correct or is it a hold over from 3.5 where there were only hit points?

There's no way to learn izzulgun language yet is there? its not a boon from trail of history

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Georgia—Atlanta

ok, how does this go together?:

So, if people fall from A1 to B1 (which is likely).

They face the encounter there and they can exit through
the south door (if they find it) or try to climb the walls of
B1 (and possibly fall).

If they open the south door of B1, and managed to climb the
tube up, if they fall down the tube, they trigger the compactor,
with no astromech droid to save them and they have to open
the now locked airlock door to get out before they become
amorphous.

If they manage to climb up the tubes...they are subject to the
tube traps on the belts in A7, and then take the express ride down the tubes again and trigger the compactor

all the while affected by the radiation...

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Georgia—Atlanta

BigNorseWolf wrote:


Reading through

10 foot squares *grumble*

Radiation says it loses hit points. The way its worded makes it sound like it cuts through to HP without passing go or using staminia. Is that correct or is it a hold over from 3.5 where there were only hit points?

There's no way to learn izzulgun language yet is there? its not a boon from trail of history

Yeah, so much for printing this one without editing.

It says it uses the Con poison track, and that goes straight to HP, it just uses a different effect track.

The language would just be a DC 20 culture check, or I'd probably let them pre-load it into a translator by conversing with the izzulgun before they left. Or if they had some data set on a computer they could use to take 20 for the Culture check.

Paizo Employee 5/5 Starfinder Society Developer

1 person marked this as a favorite.

While I understand the general "GRAR" about 1 square = 10 feet; I think it's something we're going to need to look at more and more in scenarios. One constant comment I've heard is that certain weapon types often suffer as a result of being constrained to flip-mat sized maps. In Organized Play, there's rarely a situation where a character with the Far Shot feat and a sniper rifle are going to feel very validated in their choices. Similarly, as we get into bigger foes and intricate complexes, it's almost required for us to use the larger scale.

I also understand there's some annoyance at "just use smaller squares" but that's something that falls outside of my control. Right now, my concern rests with game experience. While I understand that blowing up maps / lost quality on online apps can be a pain... I want to make sure that the game itself has space for PCs to enjoy.

Consider it one of an ongoing series of tests. :)

5/5 5/55/55/5

Thurston Hillman wrote:


Consider it one of an ongoing series of tests. :)

For online play, you could eliminate/ameliorate a lot of the problem for 10 foot squares by putting hashmarks across the top and side of the pages where 5 feet would be, or just have a section with "Random art" placed so that it lets you bisect the square.

A way to make a roll 20 table

If some of the art had symbols or dots in the center of the squares you could key in on those instead of the boxes on the map and still get your 5 foot boxes lined up close enough to statework

1/5 5/55/55/55/5

Pathfinder Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Thurston Hillman wrote:
While I understand the general "GRAR" about 1 square = 10 feet; I think it's something we're going to need to look at more and more in scenarios. One constant comment I've heard is that certain weapon types often suffer as a result of being constrained to flip-mat sized maps. In Organized Play, there's rarely a situation where a character with the Far Shot feat and a sniper rifle are going to feel very validated in their choices. Similarly, as we get into bigger foes and intricate complexes, it's almost required for us to use the larger scale.

I cannot agree more, this is a regular complaint I hear from players. Another is that I typically start combat ("roll initiative") in close range to save time, but that robs them of tactical positioning and makes several feats and gear less attractive.

I've heard several suggestions for hunter/prey chase scenes before combat, eg the desert combat scenes in Quest: Into the Unknown and Yesteryear's Truth. Obviously we can't do that since it changes the scenario mechanically, but it'd be great to see that in future scenarios.

For tonight's game I printed 22 11x17 sheets for the maps, including a page for the secret room. I thought it was fine, though it'd be great if the map was available at higher resolution in a separate download.

Question about the special effect in this game

Spoiler:
The devolution radiation specifies specific flavor effects; feathers, elongated tongue, or fur.

While running tonight, the first PC this fully manifested on was a Shirren - and after describing the effect, the player said "since he's a shirren and this is de-evolving him, shouldn't he have insectoid wings?"

... and yea, we rolled with it.

What do you guys think? Does it improve the player experience to customize the flavor for their race? What would other races look like?Obviously this is just a flavor effect, no mechanical changes, but would alter their character's appearance when the boon is slotted.

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Georgia—Atlanta

Arc Riley wrote:


For tonight's game I printed 22 11x17 sheets for the maps, including a page for the secret room. I thought it was fine, though it'd be great if the map was available at higher resolution in a separate download.

Question about the special effect in this game ** spoiler omitted **

How did your A1 B1 portion go?

1/5 5/55/55/55/5

Pathfinder Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Liam wrote:
How did your A1 B1 portion go?

The party didn't bring any gear. The second PC to cross fell, it was a moderate combat difficulty for them.

Second Seekers (Luwazi Elsebo) 5/5 5/55/55/5

1 person marked this as a favorite.

Think anyone would mind if i went with a bat instead of bird for the devolution? I don't think birds are anywhere on the ysoki evolutionary tree...

Also, if anyone puts their ear up to the artifact it plays a song

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Georgia—Atlanta

Yeah. That was the last part - do we assume they get turned back? Or do we let them go with various "accessories?"

5/5 5/55/55/5

If they got the case they can inject themselves. Otherwise i think they'd need to cough up for a remove radiation spell.

The boon on the sheet (the first personal boon i've seen that wasn't a race boon) Lets you keep an accessory.

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Georgia—Atlanta

That's true, remove radiation removes all the effects as well. But in the CRB it reads that the effects end after some rest and leaving the source of the radiation. So that explains the boon.

But otherwise 3000 credits and no known fame cost for Remove Radiation.

5/5 5/55/55/5

You might be right. Radiation and radiation sickness and their interaction is kind of weird. BUt very subject to chicken soup solution of just waiting

Advocates 3/5 5/55/55/55/5 **** Venture-Agent, Illinois—Chicago

Spoiler:
In A5, if the PCs salvage weapons and armor from the robots before they come online... how does the combat play out? How are the robots' ACs and attacks affected? Does it just become a curbstomp?

Liberty's Edge 4/5 5/55/5 *** Venture-Agent, Georgia—Atlanta

Sasha Lindley Hall wrote:
** spoiler omitted **

my take on it:

I wouldn't lower the AC, but if they recovered the ranged
weapons, I would just default them to slam attacks.

or I would have the robots activate when tampered with

Liberty's Edge 1/5 5/55/55/55/5 **

I ran this 2x at Origins and saw some very creative solutions. In one party they [/spoiler]...they had two level 8 pregens who were unaffected by the medium radiation in their ilvl armor suits. We had a Ysoki (we'll call him Ysoki A) who happened to be high enough ilvl armor, but then we had the other Ysoki (we'll call him Ysoki B) in ilvl 5 armor.

Ysoki A grabbed the Mk2 Null Space Chamber they found and Ysoki B hopped inside to reduce his exposure time, at which point Ysoki A stuffed the chamber containing Ysoki B into his cheek pouch. When skill checks were needed or combat imminent, Ysoki A would spit out the chamber as a swift on one turn, then summon Ysoki B out of the pouch on the second turn, at which point Ysoki B then fell prone out of the pouch and began participating in combat for 30-42 seconds, then hopped back into the pouch.

As he was the only one initially affected by the radiation, he was the only one eligible for the boon.[/spoiler]

On a note regarding the personal boon, I totally took the first option for my GM credit for my Manifold Host Maraquois. Now when he hits Tier 3, he will be able to use it combined with the race boon. Let's be honest, a Daredevil (Versatile Movement) Operative Maraquois with that particular benefit is too much fun to pass up the opportunity to play!

Liberty's Edge 1/5 5/55/55/55/5 **

1 person marked this as a favorite.
Sasha Lindley Hall wrote:
** spoiler omitted **

No ranged attacks. Slam and trample would be otherwise unaffected.

Advocates 3/5 5/55/55/55/5 **** Venture-Agent, Illinois—Chicago

Jacob Rennels wrote:
Sasha Lindley Hall wrote:
** spoiler omitted **
No ranged attacks. Slam and trample would be otherwise unaffected.

Alright, thanks! I was at one of your tables (I was the vesk miner), so I'm glad to get your response! I figure the AC wouldn't be affected because monster math.

5/5 5/55/55/5

Freedom Snake wrote:


On a note regarding the personal boon, I totally took the first option for my GM credit for my Manifold Host Maraquois. Now when he hits Tier 3, he will be able to use it combined with the race boon. Let's be honest, a Daredevil (Versatile Movement) Operative Maraquois with that particular benefit is too much fun to pass up the opportunity to play!

Doesn't being a Maraquiois take up your personal boon slot? That seems to be the big deal with the wayfinder tier 4 race boon as compared to the others.

Sczarni 5/5 5/55/5 ***

Apparently there is a way to get two Personal Boons on your character now.

Sczarni 5/5 5/55/5 ***

Question regarding radiation hit point damage:

Upon initial exposure, everyone takes Hit Point damage as per the normal rules for radiation. I get that. But do the stages after Weakened also suffer Hit Point damage?

I'm on the fence whether Reverted/Degenerate/Devolved completely describe the effects of that stage, or whether you add more Hit Point damage on top of it.

Sczarni 5/5 5/55/5 ***

When I played this, my Android (+2 vs Poison) Soldier (good Fort) downed an Antitoxin (+4 vs Poison) before going into the hanger as part of his SOP. Everyone else failed the save but him. Throughout the adventure he kept making saves, while others Devolved. When I rolled his last save, it came up 1, so I used my Shirt reroll and passed.

When the GM crossed off the Boon I was filled with a weird mix of excitement turned sadness marinated in irony.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Nefreet wrote:
Apparently there is a way to get two Personal Boons on your character now.

Like what? Is this a publicly available thing that I just hadn't seen, or something secret that shouldn't be spoiled?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Nefreet wrote:

When I played this, my Android (+2 vs Poison) Soldier (good Fort) downed an Antitoxin (+4 vs Poison) before going into the hanger as part of his SOP. Everyone else failed the save but him. Throughout the adventure he kept making saves, while others Devolved. When I rolled his last save, it came up 1, so I used my Shirt reroll and passed.

When the GM crossed off the Boon I was filled with a weird mix of excitement turned sadness marinated in irony.

I was playing down and just bought L8 armor, and in the lower subtier the radiation doesn't penetrate that. So I was "lucky" the whole time.

Sczarni 5/5 5/55/5 ***

Lau Bannenberg wrote:
Nefreet wrote:
Apparently there is a way to get two Personal Boons on your character now.
Like what? Is this a publicly available thing that I just hadn't seen, or something secret that shouldn't be spoiled?

I guess it's publicly known to people who went to PaizoCon?

I didn't, but I've seen unspecific spoilers in the SFS Forum.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Nefreet wrote:
Lau Bannenberg wrote:
Nefreet wrote:
Apparently there is a way to get two Personal Boons on your character now.
Like what? Is this a publicly available thing that I just hadn't seen, or something secret that shouldn't be spoiled?

I guess it's publicly known to people who went to PaizoCon?

I didn't, but I've seen unspecific spoilers in the SFS Forum.

#1-99 can grant a personal boon, and it allows you to attach it to a different character if this one already has a permanent personal boon attached to it. Is that what you mean?

Sczarni 5/5 5/55/5 ***

No. I mean another Boon that allows you to combine a non-race Personal Boon to a character that already possesses a Personal Race Boon.

But that's off-topic. I'm hoping to get an answer to my radiation question above before game tonight.

Sczarni 5/5 5/55/5 ***

1 person marked this as a favorite.

I went with Hit Point damage on every save. Contributed to the expediency of getting in and getting out.

With three saves during the scenario they took more damage from that than any other threat.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

1 person marked this as a favorite.

During my playthrough we repurposed some of the defeated robots as heavy armors with high enough level to protect against the radiation. By this time the technomancer preferred the penalties for unproficient armor to further radiation damage.

5/5

So the repurposed robot armor is only "considered" Vesk Overplate II. Is that why it isn't on the chronicle sheet? We had two level 6 vesk soldiers in our group; level 8 Vesk Overplate II is a significant upgrade for them, and would be the first time they would ever find an item on a chronicle sheet worthwhile to actually buy at level+2.

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

I have the same question as This thread that no-one answered.

And so you don't have to go to it.

Spoiler:

A7
Assuming the PCs decide to ride the conveyor belts down, they pass the hatches that lead to the trash compactor. Is the Perception DC listed for the chutes or the compactor? If for the chutes, is there a way to disable that part of the trap?
There's a save for the initial falling damage effect. Is that for the damage, or to avoid going down the chute?
Assume they end up at the bottom, does the Athletics check to climb back up only come into play if they either A win intitiative or B succeed at the Engineering check to delay compression for 1 round? Or can they try this immediately upon landing, during the 1 round delay of the compression before initiative begins? Am I correct that there is no way listed to permanently stop the compression?

B2
Assuming they managed to get past the above, they get dropped right into another trap, under the smoke effects. I assume they only get the Perception check to spot it if they arrive in this room other than by landing in the 10ft square trigger area, else it automatically triggers on them.

Also...my own question:

Spoiler:
How do people get from Area B1/Trash Compacter to B2? Do they have to climb up all over again? Back to Area A1? or does opening the airlock stop the trap? Or do they have to climb back up and hope for the best?

Yours, a slightly confused GM.

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

Post-GM Write up 4 players - 5,5,5,6:

Oh my god...that was incredibly crazy...from everyone copping radiation poison and starting to become devolved (the Vesk grew hair)...everyone randomly rolling the same devolution (Simian) and one player getting absolutely crushed by the compressor...it was a rude awakening for my players into 5-8 scenarios.

Started quite normal, 3 players had a jetpack and cable so the 4th could make it using the cable, 1 got irradiated straight away, then inspected bathroom etc normally, and then the robots happened...the Vesk (who was irradiated straight away) held the samples out and was safe...the robots trampled everyone and had some nice melee which hurt the guys...they retreated to the ship with the 2 vesk overplates to get changed.

Then they went onto the conveyor belt...2 of them failed reflex...other two went down with the jetpack to help out...they spent the first "round" examining things to do, 1 rolled perception for the trap and made it, it then went off...Nat 20 on initiative...hit them for 5 dmg...they didn't really react too much other than trying to find a way through the door...a bunch of delaying and 25 dmg in round 2...2 people then didn't make it through the door...Engineer failed to stop the trap...Operative made the reflex save and had evasion...the Soldier...125 dmg...and crushed into the wall...which is when the Ooze went off in the trash...luckily the Vesk ran in there after the Ooze almost knocked down the Envoy with one round...and with 28AC was very difficult to hit.

After that...I let them fly to the planet nearby to get the Soldier resurrected...but no vesk overplate as I deemed it crushed...then they came back...instantly 2 more get irradiated...and the final battle wasn't as good, the Izalguuns I deemed to want to stay in the water and the X-Ray googles found them effectively.

Still...a crazy crazy scenario and thanks to my guys who played (and just survived...he had 14 fame pre-scenario...he needed all of it!) it was amazing, intense and terrifying...that trap room was severe death!!!

Lantern Lodge 4/5 5/5

Question about the B3 encounter.

The batrachian izalgunns have a nice reach with their tongues. Great. And Grab, handy.

But why would they actually grab in combat? It seems they are generally better staying at 15' range. Or am I missing something here? I guess they could try to pin and then do damage each round? But that doesn't seem... especially efficient.

Liberty's Edge 1/5 5/55/55/55/5 **

BigNorseWolf wrote:
Freedom Snake wrote:


On a note regarding the personal boon, I totally took the first option for my GM credit for my Manifold Host Maraquois. Now when he hits Tier 3, he will be able to use it combined with the race boon. Let's be honest, a Daredevil (Versatile Movement) Operative Maraquois with that particular benefit is too much fun to pass up the opportunity to play!
Doesn't being a Maraquiois take up your personal boon slot? That seems to be the big deal with the wayfinder tier 4 race boon as compared to the others.

Way late, but just saw this. Tier 3 Manifold Host Boon. Manifold Host Exemplar. 8 Fame, allows you to slot a personal if you already have a permanent unique race boon.

Community / Forums / Organized Play / GM Discussion / 1-17 The Time Lost Tear All Messageboards

Want to post a reply? Sign in.