SFS 1-16: Dreaming of the Future


GM Discussion

Dark Archive *** ⦵⦵⦵ Venture-Agent, Hawaii—Honolulu aka AFlashInTime

A question on part of Dreaming of the Future, Starfinder Scenario #1-16:

On page 18, the PCs have the option to turn on theatrical smoke/fog, which "creates cloud that acts as obscuring mist in the lower third of area C1". The problem is, after looking through the Core Rulebook, the Alien Archive, and Pact Worlds, I can't find any reference to obscuring mist in Starfinder. Since I assume this was a carry over from somebody still thinking in Pathfinder language, should this instead reference the spell fog cloud (pg. 356 of the Starfinder CRB), which is virtually identical to the Pathfinder "obscuring mist" spell?


Another one is the 'Alarm' spell in C5. It's a Pathfinder spell, not Starfinder.


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In the first encounter, you can make a roll to be able to place your character in a different area on the Urban Sprawl map when the encounter begins, but I don't see where the secondary place on the map is.

Paizo Employee Starfinder Society Developer

It should be Cloud. As for Alarm That's my bad, but essentially it acts as a magical alarm for purpose of triggering the trap.


Thanks, Thursty! Another couple of minor headscratchers:

1) A couple of skill checks lack an adjustment for the upper subtier:
a) the computers check to find and disable the hidden turrets before the River Rat combat;
b) the check to persuade the android bartenders for information;
c) the engneering check in the moon tunnels is actually LOWER in the upper subtier

2) How to get past the vesk bouncers, if the players fail to get through the fire exit.

First time GM here, so don't know the usual process.

Scarab Sages ***** Venture-Captain, Netherlands aka Woran

Ade wrote:


1) A couple of skill checks lack an adjustment for the upper subtier:
c) the engneering check in the moon tunnels is actually LOWER in the upper subtier

Hello Ade,

In my final turn in, the DC in the high tier engineering check was 18. Thurston is however the final authority on what the DC should be.

Paizo Employee Starfinder Society Developer

Ade wrote:

Thanks, Thursty! Another couple of minor headscratchers:

1) A couple of skill checks lack an adjustment for the upper subtier:
a) the computers check to find and disable the hidden turrets before the River Rat combat;
b) the check to persuade the android bartenders for information;
c) the engneering check in the moon tunnels is actually LOWER in the upper subtier

2) How to get past the vesk bouncers, if the players fail to get through the fire exit.

First time GM here, so don't know the usual process.

As a heads up, not all skill checks get the updated value for the higher subtier. Anytime you see a skill check that doesn't include an increased DC, assume it's the same for both subtiers.

For the engineering check in the moon tunnels, I don't know why I changed that, but yes, it should be DC 18 in the higher subtier.


Thanks Tineke & Thurston!

Sczarni ***** ⦵⦵

Starfinder Charter Superscriber

"Vanity"?

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

Nefreet wrote:
"Vanity"?

thy name is Starfinder.

No inside knowledge, but I suspect we may see some more purely cosmetic boons upcoming that we can show off to each other... "Look what I found/researched/killed/bought!"

**** Venture-Agent, Minnesota—St. Louis Park aka BretI

Dracomicron wrote:
In the first encounter, you can make a roll to be able to place your character in a different area on the Urban Sprawl map when the encounter begins, but I don't see where the secondary place on the map is.

Repeating since I don’t see an answer. Pg. 7-8 talks about the better approach.

——

Handout #2 has a typo. From the CRB pg. 448.

A vast asteroid belt, the Diaspora was formed when the twin planets Damiar and Iovo were destroyed by an unknown catastrophe millennia ago, long before even the Gap.

Note Iovo rather than Lovo.

Sczarni ***** ⦵⦵

Starfinder Charter Superscriber
Belafon wrote:
Nefreet wrote:
"Vanity"?
I suspect we may see some more purely cosmetic boons upcoming that we can show off to each other... "Look what I found/researched/killed/bought!"

While I am in favor of stuff like that, right now I just have questions regarding how they work.

Can we only have 1 Vanity slotted at a time?
Will all Vanities be Slotless?

Like you, I have a color coded system for my Boons, and I'm basically curious if I should give Vanities their own color.

Dark Archive * ⦵⦵ Venture-Agent, Michigan—Warren

On pages 7 and 8, there are notes on PC placement for the map on page 6. I see one of the PC placement locations marked on the map, but where is the “second marked area, representing more efficient approach method” supposed to be? Thank you!

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

Is the River Rat supposed to have a CT of 10 for some reason, or should it be the 11 that is standard for an explorer frame?

* ⦵⦵⦵⦵

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Starfinder Superscriber

It has to be 11 since it has 55 hitpoints and CT should be an even divisor.

Much more importantly, I found tonight that unlike almost every SFS scenario containing starship combat there's no directions for what to do if the PCs lose. Since the last page of that mission is mostly blank, this omission is certainly not due to running out of space.

IIRC every scenario to date - including Quests: Into the Unknown - has provided a way for the game to continue if the PCs lose and I had new players at the table.

I was left to improv resulting in a boarding action with the PCs vs 6 ysoki. This seemed like an appropriate next step for the River Rat crew, but also gave the PCs a chance to drive them off. A future version of this scenario should have a lose outcome for starship combat.

There were also several obvious errors in DCs (eg page 23 under Key Point 2, "PCs must make a successful DC 15 Engineering check to pass the obstruction (DC 14 in Subtier 3–4)")

**

Can players slot faction boons to gain Reputation? What about promotional boons? Seems odd to deny people their folio or shirt bonuses. As written, only personal boons can be used.

The Exchange ***** Venture-Lieutenant, Texas—Dallas & Ft. Worth aka Belafon

Flashfires wrote:
Can players slot faction boons to gain Reputation? What about promotional boons? Seems odd to deny people their folio or shirt bonuses. As written, only personal boons can be used.

Reputation: The chronicle says “you can assign the Reputation to any faction that you have a Faction Champion boon for.”

Pretty explicit that you don’t get to slot promo boons. I suspect one reason for the lack of boons is to avoid overwhelming new players (this is a quest series).

Grand Lodge *** ⦵⦵

Starfinder Charter Superscriber

For everyone else noticing the "second Area" typo in the first encounter, what I'm going to do is have people who fail the check place their minis, place the enemies, then let the people who succeeded at the check place their minis and give them the +2 bonus to initiative.

***

Ade wrote:

Thanks, Thursty! Another couple of minor headscratchers:

1) A couple of skill checks lack an adjustment for the upper subtier:
a) the computers check to find and disable the hidden turrets before the River Rat combat;
b) the check to persuade the android bartenders for information;
c) the engneering check in the moon tunnels is actually LOWER in the upper subtier

2) How to get past the vesk bouncers, if the players fail to get through the fire exit.

First time GM here, so don't know the usual process.

If it is a magical alarm then shouldnt there be a mysticism DC to detect and disarm for it?

Scarab Sages ⦵⦵⦵ Venture-Agent, Netherlands aka CptJames

Jelloarm wrote:
For everyone else noticing the "second Area" typo in the first encounter, what I'm going to do is have people who fail the check place their minis, place the enemies, then let the people who succeeded at the check place their minis and give them the +2 bonus to initiative.

Prepping this scenario and this seems logical and a good solution, when I played, our GM placed those who made the check in that area and the people who failed on the right hand side of the map as you look at it in the scenario.

Also, is there an omission in the Cantina, where is the area with the safe? I think it's C6 that is missing from the map? I assume it is above C5?

The Exchange ***** Venture-Captain, Washington D.C. aka Grolick

The scenario refers to area C6 in quest #3. However, it does have not a description, nor does it appear on the map key. Where is this?

***

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Arc Riley wrote:

It has to be 11 since it has 55 hitpoints and CT should be an even divisor.

Much more importantly, I found tonight that unlike almost every SFS scenario containing starship combat there's no directions for what to do if the PCs lose. Since the last page of that mission is mostly blank, this omission is certainly not due to running out of space.

IIRC every scenario to date - including Quests: Into the Unknown - has provided a way for the game to continue if the PCs lose and I had new players at the table.

Hi, author of River Rat here. The shop's CT should totally be 11 in that case. That was an error on my part.

Same for a fail state for the space combat. If I could go back in time, I would probably write something like the following based on the NPC's strategy and the time expectations of a quest slot. Keep in mind this isn't from Paizo, so it's an unofficial patch.

If the players lose:

If the PCs' ship is disabled, Mr. Smiles casually apologises for ruining their ride before extolling them on the merits of minding their own business.
Knowing that reinforcements are a possibility and boarding could be risky, Mr. Smiles opts to ransom the PCs and their vessel for easy credits and then escape into the drift.
Venture-Captain Arvin welcomes the PCs home, expressing his gratitude for their safety and regret for sending them into danger with so little information. He is still able to bargain for the tablet fragment, albeit at a higher price to the Society.

The PCs do not get rewards for completing this quest.

Ade wrote:

Another couple of minor headscratchers:

....

a) the computers check to find and disable the hidden turrets before the River Rat combat

The big check in this situation is for the Captain to buy time for the Science Officer to work their magic. Heck, based on a few sessions that I've run, the party even having a captain (never mind eager groups that simply jump into combat) also add some variables.

I forget if the repeating DC was a request by Thurston or an oversight on my part, but I would say it doesn't seem too troublesome on that context.

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