1 - The Reach of Empire (GM Reference)


Against the Aeon Throne

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This is a spoiler-filled resource thread for GMs running the Against the Aeon Throne Adventure Path, specifically for the first adventure, "The Reach of Empire."


Received my copy today; mostly a quick scan, a more thorough read of part 1 as I'll be running it next week. Initial thoughts is the difficulty compared to Dead Suns seems to have been toned down, encounters seem less brutal. Which might be a good thing, my players had a hard time with the Fusion Queen in Dead Suns in our warm up games.

Looking forward to this, I like the sound of the second part a lot. We talked about running a french resistance style game a few years ago and I think this will have some of that feeling.

Love the artwork for the cadets.

Are maps without text overlays available?

EDIT: Also, I assume that is Cedona on the cover of the second book?

Paizo Employee Developer

KarmaKollapse wrote:
Also, I assume that is Cedona on the cover of the second book?

Yup! That is her!


Does the fog/mist have any mechanical effects on the players like concealment or providing cover vs. lasers? In a few spots it mentions visibility is reduced to a certain range, but nothing beyond that.

Paizo Employee Developer

HNNNNNNG wrote:

Does the fog/mist have any mechanical effects on the players like concealment or providing cover vs. lasers? In a few spots it mentions visibility is reduced to a certain range, but nothing beyond that.

If you want to add that particular bit of complexity to your game, I would say that the fog does provide cover and concealment vs. lasers in all the outdoor areas except for in the streets of Madelon's Landing.


I was thinking maybe only applying the fog bonuses for targets past that visibility, so for example in the first cadet encounter they don't see each other until 30 feet, so anything past 30 feet gets the cover/concealment. Then while in Madelon's Landing that'll get bumped up to 60 feet.

But if I'm honest I'll probably completely forget all about the fog as soon as initiative is rolled.

But enough about the fog, I'm really loving this book. The Azlanti star empire is cool and I love the aesthetic they have. Really excited to run this. Just gotta wait like two more weeks


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

My group rolled up their characters for this campaign last night, and I'm so looking forward to running it next week for them! A couple of questions that I had whilst reading through the AP though:

My xenoseeker decided to look after Cedona's Sqoux pet, and the AP says to reference Alien Archive 2 (which obviously isn't possible). Are there any details known about the creature or is it up to the GM to decide.
I described it as a ferret-sized mix between a fox and a squirrel because that's what the name sounds like!

Secondly, what sort of supplies would the PCs be delivering to the colony? I ask this because I am 100% my players will try to loot some of the supplies for use against the Azlanti. I assume it'll mostly be trade goods like lumber and scrap metal and not items like weapons or equipment.

I have thoroughly enjoyed reading through the chapter though - this AP is gonna be killer!


dylanamite wrote:
I described it as a ferret-sized mix between a fox and a squirrel because that's what the name sounds like!

If it's not this, it *should* be this.

Dataphiles

Question about the "Two starship-scale heavy laser cannons mounted on three roof". Why is it 4d8 not 4d8x10?.

As a gm I'd just tell the players something along the lines of "the building can't supply full power to the guns".


Brutus.SFS wrote:

Question about the "Two starship-scale heavy laser cannons mounted on three roof". Why is it 4d8 not 4d8x10?.

If I'm right, it'd be 4d8 vs. starships and 4d8x10 vs. not starships. But the guns can't shoot people on the ground because of the angle they're at, so no reason to worry about that x10 damage. Should be on page 7.

Dataphiles

HNNNNNNG wrote:
Brutus.SFS wrote:

Question about the "Two starship-scale heavy laser cannons mounted on three roof". Why is it 4d8 not 4d8x10?.

If I'm right, it'd be 4d8 vs. starships and 4d8x10 vs. not starships. But the guns can't shoot people on the ground because of the angle they're at, so no reason to worry about that x10 damage. Should be on page 7.

Man I'm blind, it's literally explained in the next sentence.


Starfinder Superscriber

Are the overlays on the maps and other images in the PDF intentional? I'm used to being able to simply select the images and copy/paste them out to Roll20 for use in play, but with this one that seems unworkable. I've managed to get what I need (I think), but I'm wondering if I should expect to have to do all the extra work on the upcoming AP's as well.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
pithica42 wrote:
Are the overlays on the maps and other images in the PDF intentional? I'm used to being able to simply select the images and copy/paste them out to Roll20 for use in play, but with this one that seems unworkable. I've managed to get what I need (I think), but I'm wondering if I should expect to have to do all the extra work on the upcoming AP's as well.

Yeah the maps for this adventure path are particularly bad for converting to a VTT like Roll20. Not only are they more of a pain than usual to extract they are ridiculously small once you try to separate them all to use on their own.

Why they dont simply offer a map pack.. or place these in a more usable scale at the back of the adventure ill never know. Please consider doing something like this. I would gladly pay extra for the convenience. I subscribe for one reason only and that is to get the free PDF. I get the pdfs because they are the one way I can easily convert this stuff for use with Roll20 but this particular one is hardly friendly to that sort of use.

There is a growing market of us who primarily game through VTTs please keep us in mind when designing these things or at the very least offer us a product to use with that in mind.

Paizo Employee Developer

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dylanamite wrote:

My group rolled up their characters for this campaign last night, and I'm so looking forward to running it next week for them! A couple of questions that I had whilst reading through the AP though:

My xenoseeker decided to look after Cedona's Sqoux pet, and the AP says to reference Alien Archive 2 (which obviously isn't possible). Are there any details known about the creature or is it up to the GM to decide.
I described it as a ferret-sized mix between a fox and a squirrel because that's what the name sounds like!

Secondly, what sort of supplies would the PCs be delivering to the colony? I ask this because I am 100% my players will try to loot some of the supplies for use against the Azlanti. I assume it'll mostly be trade goods like lumber and scrap metal and not items like weapons or equipment.

I have thoroughly enjoyed reading through the chapter though - this AP is gonna be killer!

Everyone, the jig is up! Dyalanamite has sussed out that we sometimes mash two words together to create creature names! ;-)

Yeah, that's totally what a squox is. You all are going to see just how cute this little booger is real soon.

As for the supplies, they should definitely be simple things like metal and plastic fixtures the colony can't make for themselves. Plus maybe some crates of MREs. The supplies will help the PCs repair and rebuild the colony at the beginning of Book 2.

Liberty's Edge

3D printing. Maybe they need UPB's to feed their printers.

Grand Lodge

This will be the first time I ever GM a game. I'll be doing milestone leveling since that'll be one less thing to keep track of and I had a question about the advancement track.

What would be the best time for the players to hit level 2? I know it says during the liberation, so should it be before, or maybe somewhere in the middle? Trying to find a good place where it would make since for them to level up.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
Sekou wrote:

This will be the first time I ever GM a game. I'll be doing milestone leveling since that'll be one less thing to keep track of and I had a question about the advancement track.

What would be the best time for the players to hit level 2? I know it says during the liberation, so should it be before, or maybe somewhere in the middle? Trying to find a good place where it would make since for them to level up.

Maybe after they've completed the quests from Aibretta but before they enter the Garrison? I think that's where I'll be levelling up my party

Grand Lodge

dylanamite wrote:
Sekou wrote:

This will be the first time I ever GM a game. I'll be doing milestone leveling since that'll be one less thing to keep track of and I had a question about the advancement track.

What would be the best time for the players to hit level 2? I know it says during the liberation, so should it be before, or maybe somewhere in the middle? Trying to find a good place where it would make since for them to level up.

Maybe after they've completed the quests from Aibretta but before they enter the Garrison? I think that's where I'll be levelling up my party

That's a really good idea, I may use it. Wondering if my players will try to enter it early or if they'll stay on track with the side missions first. Maybe if they take it on too early that'll be a lesson for them if they end up being under powered for it. Don't want to railroad them too much.

Thanks!


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Sekou wrote:

This will be the first time I ever GM a game. I'll be doing milestone leveling since that'll be one less thing to keep track of and I had a question about the advancement track.

What would be the best time for the players to hit level 2? I know it says during the liberation, so should it be before, or maybe somewhere in the middle? Trying to find a good place where it would make since for them to level up.

I plan on having mine level up after the execution sequence, but they also ran through a SFS scenario before we started the AP. Still, I'd say somewhere between that and the Garrison attack is best.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
Sekou wrote:
dylanamite wrote:
Sekou wrote:

This will be the first time I ever GM a game. I'll be doing milestone leveling since that'll be one less thing to keep track of and I had a question about the advancement track.

What would be the best time for the players to hit level 2? I know it says during the liberation, so should it be before, or maybe somewhere in the middle? Trying to find a good place where it would make since for them to level up.

Maybe after they've completed the quests from Aibretta but before they enter the Garrison? I think that's where I'll be levelling up my party

That's a really good idea, I may use it. Wondering if my players will try to enter it early or if they'll stay on track with the side missions first. Maybe if they take it on too early that'll be a lesson for them if they end up being under powered for it. Don't want to railroad them too much.

Thanks!

I'm slightly worried about this too, one of my PCs has had a run in with the Azlanti before in his backstory so I expect he might want to go in guns blazing.

I think I'm going to have the NPCs stress how dangerous it'd be, and how they should "thin the enemy lines" by completing her missions. If they do attempt the garrison too early, opening the door should keep them occupied enough for the Azlanti to put together a considerable force and drive them off.

And from a players standpoint, being warned that a certain area might be too dangerous at the moment and then the GM saying "You've reached level 2!" will probably let them know they should now take on the garrison


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Do the Azlanti soldiers speak Common? It seems they speak only Azlanti so trying to figure out how they communicate with the colonists. Do the colonists know Azlanti or is there some form of translator that the soldiers have?


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber
Robofallgames wrote:
Do the Azlanti soldiers speak Common? It seems they speak only Azlanti so trying to figure out how they communicate with the colonists. Do the colonists know Azlanti or is there some form of translator that the soldiers have?

The Azlanti cadets do not speak Common, but the higher-up Azlanti like Olaraja and Sharu do. I'm sure the cadets can communicate basic orders to the colonists without speaking their language (more likely through displays of force!)

As for the PCs, the book makes a point of them learning Azlanti by taking a rank in Culture at second level, which they learn from documents that Aibretta has!


Robofallgames wrote:
Do the Azlanti soldiers speak Common? It seems they speak only Azlanti so trying to figure out how they communicate with the colonists. Do the colonists know Azlanti or is there some form of translator that the soldiers have?

The named Azlanti both have Common listed as a language, the cadets don't. I intend to run them as basically just shoving guns in people's faces and yelling, with the leaders doing any talking required. The occupation isn't exactly intricate, it amounts to not much more than a training exercise for most of them. I don't think the long term goal of the occupation is expressed beyond retrieving the rune drive and taking a few interesting prisoners?


How are people going about presenting Aibretta's missions in Part 2?

During our game on Wednesday (which, thanks to moving home, was not especially well prepared for but somehow I muddled through!), I had her present the Hobgar Escape and Cemetary attack as jobs for the players to do. The cemetary attack triggered the robot patrol to attack them during Hogbar Escape, and that's given them enough XP to hit Level 2. I'm now wondering if any of the other jobs need to be presented to the players... would it really add much to the adventure or will it feel like busy work before attacking the garrison (which they are very much experienced enough to do). I also feel like if I present all of Aibretta's missions to them... they'll go into completist mode and just try and do them despite the fact they can just storm the garrison without too much fuss.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
KarmaKollapse wrote:

How are people going about presenting Aibretta's missions in Part 2?

During our game on Wednesday (which, thanks to moving home, was not especially well prepared for but somehow I muddled through!), I had her present the Hobgar Escape and Cemetary attack as jobs for the players to do. The cemetary attack triggered the robot patrol to attack them during Hogbar Escape, and that's given them enough XP to hit Level 2. I'm now wondering if any of the other jobs need to be presented to the players... would it really add much to the adventure or will it feel like busy work before attacking the garrison (which they are very much experienced enough to do). I also feel like if I present all of Aibretta's missions to them... they'll go into completist mode and just try and do them despite the fact they can just storm the garrison without too much fuss.

I would say that's entirely your call to make. Personally Id probably upscale the other jobs and the garrison attack if necessary. I tend to run a book to its completion and just upscale ware necessary. However if your comfortable moving them along and dont feel the other encounters are necessary or will add anything to their experience them move them along.


Ran session 1, they got through all of part 1.

I'm going to rearrange part 1 for the future. Getting slammed with a spaceship combat right away was ok (just slows down quickly to go over the starship rules with everyone) and really set the tone. But going right to three combats back to back was rough and just turned it right into a slug fest.

For future runs I'll move the hobgar 'encounter' to right as they land the ship. They step off, describe the world, and have them notice some curious hobgars approaching. Then give them a chance to learn about them, shoo em off, etc. Or just shoot them if they're that trigger happy.

Then run the azlanti encounters based on if they're going stealthy or not. Let them see if they notice tracks of the patrol or hear them before they run into them, so they can decide if they want to engage or try to avoid them (or if they fail to notice, fight!). Then meet Jellik as he's running.

Just going combat - combat - combat - combat isn't really doing it for me. They complete a combat, search the bodies maybe make a few comments and then move on, only to run right into another combat.


Pathfinder Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber

When I ran this, I merged both the hobgar encounter with the second Azlanti encounter. They met the colonist and faced against the three Aeon cadets, and in the second round of combat the three curious hobgars joined the battle.

Instead of the earlier hobgars fight, I just made a note of them spotting the creatures to the side of the path.

Sovereign Court

Question about the motuion sensor:
this is a hybrid item, it's worn (where do you wear it?)
And so what kind of item is it.

Since a character can not use more than 2 hybrid/magic weapons, and can not use two of the same type. A lot of those items througout the books are not good explained as to where they are worn.

Also, if an item is held, does this still count to the limit of two?

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

I've got a question about the playable race introduced in the bestiary section (the endrofans). One of my players is interested in playing one, but she wants to know what her home planet should be. I can't seem to find the listing for where these folks come from.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Perhaps keep it a mystery for awhile?

I couldn't find anything either, looks like a super fun race though!

Scarab Sages

What is the current date at the start of this AP?

Scarab Sages

OK, what is the purpose of Mission E: Storehouse Ruse? So, the store clerk is dressed in the cadet's armor, examining his weapon and I know my PCs are going to see a lone cadet, in an enclosed space, and they're going to immediately take him out only to find out it is one of the settlers. The guy has the helmet on, so they won't be able to instantly tell that he's not a cadet, he's got a weapon and seems to have just trashed the place. Yes, there's a skill check to notice the odd behavior, but still I prefer not to force my players to roll checks like that unless they ask for it (I may have to do so this time).

On a side note, I'm going to have a little fun with my players. As soon as they land on Nakondis and exit their ship, I'm going to have two Goblins drop out of one of the landing gear bays and run off into the jungle. "Great, you guys just introduced Goblins to the Nakondis ecology!" Maybe I'll have some goblins show up later or maybe Hobgar/Goblin mixes.


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Stiletto wrote:

OK, what is the purpose of Mission E: Storehouse Ruse? So, the store clerk is dressed in the cadet's armor, examining his weapon and I know my PCs are going to see a lone cadet, in an enclosed space, and they're going to immediately take him out only to find out it is one of the settlers. The guy has the helmet on, so they won't be able to instantly tell that he's not a cadet, he's got a weapon and seems to have just trashed the place. Yes, there's a skill check to notice the odd behavior, but still I prefer not to force my players to roll checks like that unless they ask for it (I may have to do so this time).

On a side note, I'm going to have a little fun with my players. As soon as they land on Nakondis and exit their ship, I'm going to have two Goblins drop out of one of the landing gear bays and run off into the jungle. "Great, you guys just introduced Goblins to the Nakondis ecology!" Maybe I'll have some goblins show up later or maybe Hobgar/Goblin mixes.

A. To show that the disguises the party may have already put on can work.

B. To give them the idea that they could disguise themselves.
C. To show that enemies can surrender - you're not supposed to be able to kill him before he does so. Heck, he'll throw his weapon down the moment the players start picking up the dice to roll initiative.

Dataphiles

The Synapse Worm has Improved Combat Maneuver (Grapple). Does that mean if it has a target grappled, on the following round it has a +14 to it's bite attack role or only needs to hit it's targets KAC in order to maintain the Grapple?

Scarab Sages

Mr Frost wrote:
Stiletto wrote:

OK, what is the purpose of Mission E: Storehouse Ruse? So, the store clerk is dressed in the cadet's armor, examining his weapon and I know my PCs are going to see a lone cadet, in an enclosed space, and they're going to immediately take him out only to find out it is one of the settlers. The guy has the helmet on, so they won't be able to instantly tell that he's not a cadet, he's got a weapon and seems to have just trashed the place. Yes, there's a skill check to notice the odd behavior, but still I prefer not to force my players to roll checks like that unless they ask for it (I may have to do so this time).

On a side note, I'm going to have a little fun with my players. As soon as they land on Nakondis and exit their ship, I'm going to have two Goblins drop out of one of the landing gear bays and run off into the jungle. "Great, you guys just introduced Goblins to the Nakondis ecology!" Maybe I'll have some goblins show up later or maybe Hobgar/Goblin mixes.

A. To show that the disguises the party may have already put on can work.

B. To give them the idea that they could disguise themselves.
C. To show that enemies can surrender - you're not supposed to be able to kill him before he does so. Heck, he'll throw his weapon down the moment the players start picking up the dice to roll initiative.

Good points, thank you.

Dataphiles

Siph0n wrote:
The Synapse Worm has Improved Combat Maneuver (Grapple). Does that mean if it has a target grappled, on the following round it has a +14 to it's bite attack role or only needs to hit it's targets KAC in order to maintain the Grapple?

Answered in the rules questions forum.


*Grumbles about how Nakondis's gravity should be way less; based on mass and diameter*

Grand Lodge

Ok so I plan on leveling my players up after the encounter with the two Senior Cadets during the Execution. I'm using a party of 5 and they haven't had too much trouble with combat, they've been hit but nothing too dangerous. I upped the HP of each cadet to 30 from 20, they'll be facing two of them. Not sure if this is going to be a good move since this will be the most deadly encounter they've had yet.

Keep it the same and let them get through it or should I maybe lower it back down to 20 and see how they handle themselves? I want this to be a serious challenge for them but I'm not trying to TPK them all either.


I increased the number of senior cadet from 2 to 3 (with hp upped to 30) for a group of 5 before giving them their level 2. Their resources were depleted, as they spent the day doing a few quests (cemetery encounter, the attack by the robots, etc.). It was a difficult encounter, but not too much. I gave them their level up after.

Sekou wrote:

Ok so I plan on leveling my players up after the encounter with the two Senior Cadets during the Execution. I'm using a party of 5 and they haven't had too much trouble with combat, they've been hit but nothing too dangerous. I upped the HP of each cadet to 30 from 20, they'll be facing two of them. Not sure if this is going to be a good move since this will be the most deadly encounter they've had yet.

Keep it the same and let them get through it or should I maybe lower it back down to 20 and see how they handle themselves? I want this to be a serious challenge for them but I'm not trying to TPK them all either.

Grand Lodge

MaxPower86 wrote:

I increased the number of senior cadet from 2 to 3 (with hp upped to 30) for a group of 5 before giving them their level 2. Their resources were depleted, as they spent the day doing a few quests (cemetery encounter, the attack by the robots, etc.). It was a difficult encounter, but not too much. I gave them their level up after.

Sekou wrote:

Ok so I plan on leveling my players up after the encounter with the two Senior Cadets during the Execution. I'm using a party of 5 and they haven't had too much trouble with combat, they've been hit but nothing too dangerous. I upped the HP of each cadet to 30 from 20, they'll be facing two of them. Not sure if this is going to be a good move since this will be the most deadly encounter they've had yet.

Keep it the same and let them get through it or should I maybe lower it back down to 20 and see how they handle themselves? I want this to be a serious challenge for them but I'm not trying to TPK them all either.

So with 3 of them at 30hp a piece that's like a 90hp boss at level 1. That wasn't too much for them? Sorry first time GM here lol. I think what I may do is leave them at 30 and see how the fight goes and if its not too bad for them then I'll have a 3rd walk in. They didn't value healing that much character wise and I don't believe they have much in the way of serums so this may be a lesson to them.


Sadly I can't share my experiences with this AP anymore - my party decided they wanted to play more pathfinder instead of starfinder :(

But I will still share my final plans and thoughts!

They didn't bother to talk much with Abrietta, and were very interested in piling up the missions. So like taking all the missions at once and just moving from spot to spot doing them. I had Aibretta working on a project when they got there (a shield emitter from the armory) but they didn't bother asking about it at all. My intention was to have them press the issue about it, with Aibretta eventually offering to give it to them if they go to the storehouse first as a favor. This way the come back after that, get the reward and run into another resistance member that's sitting there talking to her. But that didn't work out.

I had abrietta present the "Hobgar Liberation", "Cemetery Showdown", and "Moisture Collector" first. One party member already immediately wanted to attack the entire garrison and bring in their ship (they thought that if they just flew close to the ground they'd be safe. Thankfully the other party members were wise enough to talk them out of all this). Right before they left to do their missions I had Abiretta speak up and ask for a personal favor to head over to the storehouse and check on Rendell. I'm not sure how to get the players to even meet any of the other resistance members if they decide to go that route. They didn't even bother wondering about finding more information on the thing Cedona found or talking to Quorsica. I had Aibretta repeate it like six times and very bluntly mention getting more info before they finally thought to do it. "Only one person escaped captivity! Everyone that knows what it's like inside is still inside, except one person!". They practically acted like they didn't even know/care who Cedona is (despite me making it a point to know her at the start!)

I also planned to group both the Azlanti Reaction and the Execution together into one big encounter. I even made a bunch of terrain to set up a cool play area :(
They were going to finish their rounds of missions before Aibretta come running and saying that Jellik got captured. Combat was going to start off with the two senior Azlanti cadets, then like 2-3 turns later have the drones come in. Maybe throw in an extra cadet as well (We had a party of 6 players).

So, ah, try to plan if the party is very adamant on doing all of the missions in one go. There really isn't a reason for them to do one, come back to base, meet another resistance member, go do another. Especially if they aren't asking questions or trying to dig for more info. Maybe if you make it a point that they can only take a 10 minute rest at her shop, but many of those fights are easy enough for them to do without taking any damage. Storehouse rouse and Cemetery showdown can both end up with the party pulling off a surprise round and knocking out the cadets in 1 turn. Moisture collector ended up being one party member falling into a water vat (they jumped in, so all the water got sucked out and I had them take 1d6 fall). Which then the elemental pops out to attack the one that fell, and everyone else just sat at high ground and shot it. Hobgar liberation can end up with only one person taking any damage - the one climbing up. Then they set it for a timed release and everyone else ran away before they popped out. So I found it really easy for the party to not take any serious damage and just move from mission to mission. Maybe have Aibretta present them only one or two at a time? Or speficially say "once you complete one, head back over here".

*I* like the adventure path. Hopefully I can get around to just running it for some nice randos online who are actually interested in it.

Grand Lodge

HNNNNNNG wrote:

Sadly I can't share my experiences with this AP anymore - my party decided they wanted to play more pathfinder instead of starfinder :(

But I will still share my final plans and thoughts!

They didn't bother to talk much with Abrietta, and were very interested in piling up the missions. So like taking all the missions at once and just moving from spot to spot doing them. I had Aibretta working on a project when they got there (a shield emitter from the armory) but they didn't bother asking about it at all. My intention was to have them press the issue about it, with Aibretta eventually offering to give it to them if they go to the storehouse first as a favor. This way the come back after that, get the reward and run into another resistance member that's sitting there talking to her. But that didn't work out.

I had abrietta present the "Hobgar Liberation", "Cemetery Showdown", and "Moisture Collector" first. One party member already immediately wanted to attack the entire garrison and bring in their ship (they thought that if they just flew close to the ground they'd be safe. Thankfully the other party members were wise enough to talk them out of all this). Right before they left to do their missions I had Abiretta speak up and ask for a personal favor to head over to the storehouse and check on Rendell. I'm not sure how to get the players to even meet any of the other resistance members if they decide to go that route. They didn't even bother wondering about finding more information on the thing Cedona found or talking to Quorsica. I had Aibretta repeate it like six times and very bluntly mention getting more info before they finally thought to do it. "Only one person escaped captivity! Everyone that knows what it's like inside is still inside, except one person!". They practically acted like they didn't even know/care who Cedona is (despite me making it a point to know her at the start!)

I also planned to group both the Azlanti Reaction and the Execution together into one big encounter. I even...

You mentioned having Abrietta give them a few missions at a time and that is exactly what I did. I started out with her giving them 3 issues that needed to be taken care of, her reason for doing this was because she didn't want anyone getting captured and spilling the beans. Once they proved to her that they can move about and get things done then she'd ask them to complete more task. After the execution I'll introduce some of the other resistance members and their excuse for coming there will be to check on Jellik. My group absolutely loves the game.


Captain collateral damage wrote:
*Grumbles about how Nakondis's gravity should be way less; based on mass and diameter*

Actually, the gravity checks out.

The force exerted on two objects by gravity is:

G*M*m/(d^2) where:

G = the gravitational constant (exact value is irrelevant here).

M and m = the masses of the two objects.

d = the distance between the center of gravity of the two objects.

Do some math on this, and it boils down to the gravity of a planet at its surface being proportional to its mass and inversely proportional to the square of its radius (or diameter, same thing as long as you don't mix radiuses and diameters).

Nakondis has a diameter of 3/4 times Golarion's (or Earth's), and a mass equal to 9/16 times Golarion's. 9/16 divided by (3/4)^2 = 1.

What it does mean is that Nakondis is a significantly more dense planet than Earth (or Golarion), because it has 9/16 the mass with only 27/64 times the volume, so it is 4/3 as dense.


Starfinder Superscriber

They've actually been pretty good about doing that math for the planets. I doublechecked the ones in the CRB when it first came out and was shocked they all were listed correctly.


Really weird they got that right when ship scales are so crazy.


Xenocrat wrote:
Really weird they got that right when ship scales are so crazy.

Crazy, or just abstracted? The non-mechanical statistics of the planets don't have any effect on gameplay so they are free to be completely accurate. The ship rules need a certain level of abstraction and looseness to work well (all of the tabletop space combat games I have played have had a weird relationship with scale - battlefleet gothic and firestorm armada for example often have their 1km long starships flying alongside cardboard cutouts or miniatures of planets that are only slightly bigger than the starship miniatures, while x-wing takes a lot of liberties with the relative sizes of its ships to ensure the large ships are small enough to work in the game).

Scarab Sages

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I must admit, I was a bit critical and leary to run the Mission E: Storehouse Ruse because I was worried that it would just be a bloodbath as my players rushed in and instantly take out Rendel Trace disguised as an Azlanti before he could do anything. I should have trusted my players.

I drew out the interior of the Storehouse and made sure to put Rendel far enough from the door that it would take a least two rounds to move up to him. None of my players had Prof: Soldier or high Sense Motive and failed the DC10 check to figure out that Rendel wasn't acting like a real Azlanti would. Still, I was also heavy on describing his lack of trigger discipline: finger on the trigger, gun muzzle sweeping the room without regards to other people, and once they got close enough, I mentioned that there was a body on the floor at his feet that seemed to have been stripped of all his clothing and Rendel's challenge of "All is in order here!" in Common (all Azlanti the PCs had met so far only spoke Azlanti) was enough. One of the players got it and called out to Rendel, "Rendel, what are you doing?" and it was enough to stand down the other PCs in time. That player realized it after his initiative and did not Metagame by telling the other players until it was his turn; we cast sideward glances at each other as I realized that he had figured it out and tired to keep a straight face while he tried to keep a straight face and not give it away to the other players.

--S------------


Starfinder Superscriber

My party came in in stealth, and even though they had like an entire conversation about tactics and what to do about it, Rendell kept rolling poorly on his perception, so they ended up with plenty of time to figure it out.


I started running this yesterday for my group and I noticed that it seems that the cadet's EAC and KAC are off. They are wearing troop ceremonial armour (+1 EAC, +3 EAC) and have a +2 Dex bonus. But the listed values for the cadets are 11 EAC, 13 EAC and don't seem to include the dex bonus. Am I missing something or is this a mistake?


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dubiousmx wrote:
I started running this yesterday for my group and I noticed that it seems that the cadet's EAC and KAC are off. They are wearing troop ceremonial armour (+1 EAC, +3 EAC) and have a +2 Dex bonus. But the listed values for the cadets are 11 EAC, 13 EAC and don't seem to include the dex bonus. Am I missing something or is this a mistake?

NPC stats are based on CR and designer intent. Attack bonuses and AC aren’t constrained by or calculated based on stats or gear.

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