SFS #1-21: Yesteryear's Sorrow


GM Discussion

Grand Lodge 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Charter Superscriber

So I got one question so far. On page 12 (Area C - Level Six) in the same paragraph it takes about the radiation hazard, it talks about spending an extra 20 minutes looking and finding lead lined suits (the treasure section also mentions finding extra stuff with the suits). So I just wondering if the lead suits are in the radioactive part of the level or the non radioactive part. Cause it simply states "20 minutes searching the rest of the level." But if its in the radioactive part the players are just gonna be running in and out quickly if they decide to go that way at all and might not spend the extra time looking unless the GM intentionally prompts them about it.

The paragraph makes it sound like its in the radioactive part but feels like maybe there is suppose to be a chance at finding the suits before they go into the hazard area instead of on the way out and serve as an incentive for the weary.

5/5 5/55/5

I have a question also. In area E1 there is reference to the lights flickering and than going out. They turn back on 5 seconds later. And things in the room move - 4 pictures and a chair.

Most parties will have at least one party member with darkvision. When the lights go out is there way it overcomes darkvision? Maybe an adjustment period to a lighting change? Or do darkvision characters just watch everything move. 5 seconds is less then 1 round so everything will have to move at once and Shorusko would have to have the ability to telekineticly move 5 objects in the same round.

5/5 5/55/5

I ran 1-21, 5 times at Gencon with mixed results.

My recommendations are below.

First there is very little areas for role-playing. Role playing the Ghibrani guide up, had great results especially if a player character developed a connection with the guide in 1-03. I had her hug the players she met before with glee and talk up the heroics of the players throughout. If a player did something not so heroic she would always say something like “wow, I didn’t know that was how Starfinders handled things”. In one session one of the players developed a romantic crush on Klarima when he played 1-03. Playing out her flirting with him throughout 1-21 was really amusing.

Egoret Base topside - Almost every party wanted to make a check to know more about the incoming storm through a skill check. It’s not covered in the book. Since it’s in the box text before they even search for the hatch it’s problematic in its placement when a character makes a high science roll to determine that’s it’s dangerous. I found it’s best to add to the skill check that it’s fast moving and there is no chance to find cover without finding a way down into the military base. This did the trick so parties wouldn’t look for shelter before looking for the hatch. Having the guide say this also works.

Level 1 - The minor weapon trap sets players off to there is something dangerous coming if you ask how far away they are from the computer Or if you put down a map for the first time. I didn’t want to tip off the players on a meta-game level so I had the trap only effect players making a roll or assisting. I just made the assumption all other characters are searching other areas on that level. I guess you could have it effect all the people rolling and then ask the other players where they would be standing.

Area B2 - I had 2 groups take the Mutated Nighthoppers down using non-lethal damage. I’m not sure the correct ruling if they would have exploded or not. The special abilities says when they are reduced to 0 Hit Points they have Death Throes. I had to make a GM call and I determined they did not explode when brought to 0 non-lethally.

Level 10 was a surprise to players when they took bludgeoning damage. I didn’t really have a good explanation of why they did so. It makes some sense at a stamina/fatigue level but not if they are stuck there for a long time and start taking hit points. I also made a GM call and applied a +4 bonus for small creatures squeezing through.

Area E1 - Almost every party will have someone with Darkvision and sometimes someone with blindsense or blindsight. I found the best way to describe the phantasm was describe first what normal vision players experienced and then go back and explain to people what happened with those who had enhanced senses. Reversing this order took the general freakishness out of the encounter.

I had players pre-roll at the start of the session the will saves vs. the bump in area E1 and the sobs in area E3. This worked especially well in E3 since players were suspicious of the room and tended to enter it one at a time instead of as a full party and the sobs could be pulled off when the first person who entered already missed his will save.

E4 - Skorusko’s written tactic to cast fear (as one of 3 options) on the party is really mean to a player who misses his save. With only 2 combats in the whole scenario I can wholeheartedly say that all 3 players who missed this save when I ran it and missed the entire combat did not like this scenario. I have one more time to run this scenario and I’m not going to cast fear on players again. I’ll use the other 2 listed options.

5/5 5/55/5

Dennis Gregg wrote:

So I got one question so far. On page 12 (Area C - Level Six) in the same paragraph it takes about the radiation hazard, it talks about spending an extra 20 minutes looking and finding lead lined suits (the treasure section also mentions finding extra stuff with the suits). So I just wondering if the lead suits are in the radioactive part of the level or the non radioactive part. Cause it simply states "20 minutes searching the rest of the level." But if its in the radioactive part the players are just gonna be running in and out quickly if they decide to go that way at all and might not spend the extra time looking unless the GM intentionally prompts them about it.

The paragraph makes it sound like its in the radioactive part but feels like maybe there is suppose to be a chance at finding the suits before they go into the hazard area instead of on the way out and serve as an incentive for the weary.

I did not get the sense they were in the radiated areas. I ran this 5 times at Gencon. 3 of 5 parties found the suits before they entered the radiated area. One party flat out asked to search the entire area fist. 2 of 5 at first skipped the radiated area but once they found the suits decided to go into the room.

5/5 5/55/5

roysier wrote:


Egoret Base topside - Almost every party wanted to make a check to know more about the incoming storm through a skill check. It’s not covered in the book. Since it’s in the box text before they even search for the hatch it’s problematic in its placement when a character makes a high science roll to determine that’s it’s dangerous. I found it’s best to add to the skill check that it’s fast moving and there is no chance to find cover without finding a way down into the military base. This did the trick so parties wouldn’t look for shelter before looking for the hatch. Having the guide say this also works.

Oops I meant Survival check not science check.

Sovereign Court 4/5 5/55/55/55/5 **** Venture-Agent, Georgia—Atlanta

roysier wrote:
roysier wrote:


Egoret Base topside - Almost every party wanted to make a check to know more about the incoming storm through a skill check. It’s not covered in the book. Since it’s in the box text before they even search for the hatch it’s problematic in its placement when a character makes a high science roll to determine that’s it’s dangerous. I found it’s best to add to the skill check that it’s fast moving and there is no chance to find cover without finding a way down into the military base. This did the trick so parties wouldn’t look for shelter before looking for the hatch. Having the guide say this also works.

Oops I meant Survival check not science check.

Physical Science should still be usable to determine if the storm is dangerous...

Survival knows it is dangerous and get out of the storm now!

The Exchange 1/5 5/55/55/55/5

Starfinder Charter Superscriber

Ran this in 6 of my 7 scheduled slots, highlight was the midnight madness table of 5 Quigs, an Obozaya, and one non-Pre-Gen. My experiences were largely the same as Roysier's.

roysier wrote:
Egoret Base topside - Almost every party wanted to make a check to know more about the incoming storm through a skill check. It’s not covered in the book. Since it’s in the box text before they even search for the hatch it’s problematic in its placement when a character makes a high science roll to determine that’s it’s dangerous. I found it’s best to add to the skill check that it’s fast moving and there is no chance to find cover without finding a way down into the military base. This did the trick so parties wouldn’t look for shelter before looking for the hatch. Having the guide say this also works.

I had the guide tell them about it, but that it didn't spring up until they were already at the hatch.

roysier wrote:
I guess you could have it effect all the people rolling and then ask the other players where they would be standing.

This is what I did.

roysier wrote:
Area B2 - I had 2 groups take the Mutated Nighthoppers down using non-lethal damage. I’m not sure the correct ruling if they would have exploded or not. The special abilities says when they are reduced to 0 Hit Points they have Death Throes. I had to make a GM call and I determined they did not explode when brought to 0 non-lethally.

None of my groups tried non-lethal but this is how I would have handled it.

The biggest issue I had was with how deadly the disease is and am wondering if its an editing error.

The disease is on the Mental track so can eventually result in death and has a frequency of 1 check per min.

The problem is that treat disease takes 10 minutes to do. So someone will have already made almost a dozen checks before they can get a bonus to their save. Since its 2 consecutive saves to cure, and all that a cure effect does with a disease is move you one step up the track once you fail your initial save if you don't immediately make your first two saves after being infected you are basically dead.

I killed two PCs with this, and likely should have killed a third if not for a shirt reroll.

5/5 5/55/5

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I have now GMed this 6 times.

Last weekend was the first time at high tier.

Things went along like normal until the last level. The entire party had Darkvision so the first phantom really had no spook feel to it when the furniture moved.

All previous parties I ran had no trouble overcoming Skorusko.
This party was high tier and had 4 players. Skorusko’s 3rd level fear spell is much more effective than the low tier 2nd level version. It hit 3 party members and they all failed their saves and went running with panic. Leaving a 4th party member and Klarima. The last party member decided to run with the party and not face Skorusko alone. Klarima tagged along confused about why Starfinder were running in panic. As the party was running Slorusko hit one of the feared party member with Hold Person and he failed the save. Sorusko then moved on the other side of the held party member so when he made his Hold Person save (he did in one round). He would have to flee from Slorusko the source of his fear and back into Skorusko’s bedroom. With 8 rounds of fear remaining I thought this party member was a goner for sure. The only party member who could save him was running with the other 2 panicked characters and Klarima.

Klarima was behind the running starfinders and bravely turned around and started firing at Skorusko to try and distract Skorusko away from the Starfinder that was in trouble. Her first shot was a critical hit lighting Skorusko on fire. Skrousko spent a round putting himself out and then decided since he was so hungry he would go eat the cornered Starfiner who was now cowering in the corner of the bathroom. The Character who was running along side the 2 panicked characters decided to come back. And he with Klarima went and faced Skorusko. Who was about to kill and eat the cowering Starfinder. This directed Skorusko’s attention away from the cowering Starfinder again. That was enough time to give the cowering Starfinder a minute of time to get him out of his feared state and the 3 of them took down Skorusko at that time.

Klarima saved the Starfinder’s life. I had no intention of ever having Klarima join in any of the fights but that was his only chance so she joined.

Wayfinders 4/5 5/5 Venture-Lieutenant, Texas—Houston

I have a question about the ability crystal that the party finds at the end. An ability crystal seems to function much like a consumable:

Core Rulebook p. 212 wrote:
Any character can spend 1 hour communing with the crystal to gain additional ability points. This counts as a personal upgrade of the appropriate model number. Once a character has used the crystal, its magic is forever spent.

So if one of the party members decides to use the crystal before the end of the adventure, is their stat effectively permanently upgraded for free? My instincts would say "no", as that would be quite broken. However, rules as written, there doesn't seem to be anything forbidding it.

The Exchange 1/5 5/55/55/55/5

Starfinder Charter Superscriber

While not a Starfinder rule, I really find no reason it wouldn't function identically to the provision for Pathfinder in the organized play FAQ:

"There are several expensive items in the Pathfinder Roleplaying Game Core Rulebook, such as the tome of clear thought, that grant inherent bonuses to ability scores. How do these items function in the Roleplaying Guild?

If you find one of these items during an adventure, its bonuses last until the end of the adventure. However, if you purchase and use the item, its bonuses are permanent. Record these bonuses on your Chronicle sheet."

In the context here since it happens at the end of the adventure the result is just that you can't get it for free, but if it was in the middle of the scenario I would say that someone count benefit from the ability crystal for the rest of the adventure.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

Something that came up when I played that I just found out was wrong. Our guide took quite a bit of damage from the storm. We gave her some of the healing potions from a pregen, but it still didn't top her off. The rest of us were able to take a 10 minute break and get stamina back, but as NPC's don't have stamina, we thought she was just out of luck.

But today I was informed that According to page 128 of Alien Archive. "Stamina Points: NPCs don’t have Stamina Points. Any abilities that would normally affect an NPC’s Stamina Points affect its Hit Points instead."

So she COULD participate in a rest and get some stamina back, and the envoy could heal during a fight. Though I'm not sure how much she'd get back from resting.

The Exchange 1/5 5/55/55/55/5

Starfinder Charter Superscriber
James Anderson wrote:


But today I was informed that According to page 128 of Alien Archive. "Stamina Points: NPCs don’t have Stamina Points. Any abilities that would normally affect an NPC’s Stamina Points affect its Hit Points instead."

So she COULD participate in a rest and get some stamina back, and the envoy could heal during a fight. Though I'm not sure how much she'd get back from resting.

Unfortunately, I don't think this is possible. While the same sidebar notes, "Resolve Points: Most NPCs don’t need Resolve Points, but if you give an NPC class features or special abilities that specifically use them, it receives a number of Resolve Points equal to its CR divided by 5, plus 3" neither NPC in this situation was given resolve points, a necessary component of taking a 10 minute rest to recover stamina. I don't think a table GM can institute this resolve clause like they can for the stamina clause when NPCs are effected by abilities that rely on stamina points.

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