2 - Escape from the Prison Moon


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 second adventure, "Escape from the Prison Moon."


PDF arrived this morning; all the crazy aliens is all kinds of awesome. I can't wait to play out the space station stuff.

One question: will rules for Glimmshar's be released? They seem far too interesting a race with the redundant speech patterns + unique names to not be playable or even be used as enemies.


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Outpost Zed looks like it will be super fun to role play! I do have a few questions tho. Do the residents of Zed use the same type of credits as the pact worlds? Do the PCs need docking clearance to arrive on zed?or can they just park their ship and head on in

Liberty's Edge

The maps in this one pull out nicer for online vtt.

Paizo Employee Developer

KarmaKollapse wrote:

PDF arrived this morning; all the crazy aliens is all kinds of awesome. I can't wait to play out the space station stuff.

One question: will rules for Glimmshar's be released? They seem far too interesting a race with the redundant speech patterns + unique names to not be playable or even be used as enemies.

Unfortunately, we couldn't find the room in this volume to give full stats for the glimmshars. But I think they are pretty neat too! We are always looking back at old APs and other material for name drops that we can turn into full creatures, so fingers crossed!

Paizo Employee Developer

Silver Scarab wrote:
Outpost Zed looks like it will be super fun to role play! I do have a few questions tho. Do the residents of Zed use the same type of credits as the pact worlds? Do the PCs need docking clearance to arrive on zed?or can they just park their ship and head on in

To make things easier for the players, you can just assume that credits are pretty much universal. However, if you want to make Outpost Zed a little more alien, throw in a money-changer type of NPC so the PCs can trade their credits for, a type of money they can only use on Outpost Zed. But don't make the exchange rate too complicated or unfair to the PCs so they can keep their treasure and wealth by level numbers in the correct range!


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Ok, what is going on with that ship design in the front cover? Why does the Vanguard Parapet have most of its firepower and none of its shields in the front?


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On Outpost Zed, the AP says that Talmrin can be contacted in Area A6 and then later on Area A8. I'm assuming these are just typos and meant to be Area A6?

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HammerJack wrote:
Ok, what is going on with that ship design in the front cover? Why does the Vanguard Parapet have most of its firepower and none of its shields in the front?

There's actually a story reason for that in the adventure!

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dylanamite wrote:
On Outpost Zed, the AP says that Talmrin can be contacted in Area A6 and then later on Area A8. I'm assuming these are just typos and meant to be Area A6?

Oops! Yeah, that's a typo!

Liberty's Edge

I plan on using UPB's as a exchange medium on the Outpost. Hopefully they find someone with Azlanti credits to trade.


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My party is going to have a hard time in book two and I've been trying to figure out a way to make it even close to possible. It's going to be real hard to disguise two skittermanders, a yasoki, a sro, and
a dragonkin as Azlanti. I don't think there is any spell or item that can make that level of change. Any ideas how to make it kind of possible without it just being a guns a blazing raid.


Black Lamb wrote:

My party is going to have a hard time in book two and I've been trying to figure out a way to make it even close to possible. It's going to be real hard to disguise two skittermanders, a yasoki, a sro, and

a dragonkin as Azlanti. I don't think there is any spell or item that can make that level of change. Any ideas how to make it kind of possible without it just being a guns a blazing raid.

Check out the Morphic Skin magitech augmentation in Armory. The Advanced version (item level 4, 2030 credits) can physically change your appearance into that of a different species of the same creature type (so any humanoid). The height chance is limited to 1', so not sure what the dragonkin can appear as that would make sense in Azlanti space, nor what the SRO can do with this.

The Veil spell can also take care of this, but it's a 6th level spell and subject to disbelief seeing through it.

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Black Lamb wrote:

My party is going to have a hard time in book two and I've been trying to figure out a way to make it even close to possible. It's going to be real hard to disguise two skittermanders, a yasoki, a sro, and

a dragonkin as Azlanti. I don't think there is any spell or item that can make that level of change. Any ideas how to make it kind of possible without it just being a guns a blazing raid.

Disguise self will let your skittermanders and ysoki appear as (short) Azlanti, which will help them get in the door at least. The SRO pretends to be a simple automaton (as long as they don't mind if their friends treat them a little badly in front of the Azlanti) and the dragonkin is their prisoner (what I refer to as "the Chewbacca gambit").


Jason Keeley wrote:
HammerJack wrote:
Ok, what is going on with that ship design in the front cover? Why does the Vanguard Parapet have most of its firepower and none of its shields in the front?
There's actually a story reason for that in the adventure!

Puppeteer ship design! Larry Niven contribute to this one?


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Do the PCs have to hack every door in part 3?


I understand why they did it, but it's pretty unbelievable that Talmrin can install Azlanti technology ship upgrades. The racist totalitarian empire that blows up their own ships and crews in order to avoid the possibility of this technology leaking is not going to let a gosclaw learn how to build them or allow the technology necessary to build them hang out on a space station in a system they control.

Smart PCs would have to ask why they wouldn't better help the Pact Worlds by kidnapping Talmrin and taking him home as a masterstroke of technological espionage rather than worry about the Rune Drive as priority #1.

Silver Scarab wrote:
Do the PCs have to hack every door in part 3?

No, they can carry around a severed hand (or unconscious/very well secured prisoner). Or break them down, or use Engineering instead of Computers. And I think one door in reception is noted as not requiring biometric access, it opens for everyone. Otherwise, yes.


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That seems like a lot of doors. I would think the alarm would be raised rather quickly if they kill someone right away to take a body part with them


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Would it be safe to assume that part 3 can be completed without needing an 8 hour rest? It would seem difficult to find a safe way to do it. I was also considering having holoskins available before they arrive at the prison for the very non human members of the party. Maybe they can get special longer l asting ones if they help or make friends with the residents of outpost zed


Silver Scarab wrote:
That seems like a lot of doors. I would think the alarm would be raised rather quickly if they kill someone right away to take a body part with them

Each guard has a listed time before their absence is noted (taking camera surveillance you may or may not have tinkered with into account) if you quietly kill one.


In Half-red's store, there is a clearsight trinket (level 5) for sell at 2,750. According to Armory, it is a magic item level 5, but I can't find its description anywhere. What does it do?


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I'm fairly certain that's supposed to work like clearsight goggles. Same level, same price, and the description of clearsight goggles refers to them as "the trinket."

They make fog, smoke and vegetation not grant concealment against you. No effect on total concealment. Armory page 100, for reference.

Scarab Sages

Silver Scarab wrote:
Maybe they can get special longer lasting ones if they help or make friends with the residents of outpost zed

I'm thinking of making 1 or 2 long-lasting holoskins available, ones that require a bigger battery ($$) and whose circuits will be fried in a day or two (so they can't keep them forever).


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We had a WTF moment yesterday as the players went to Outpost Zed. I laid out the map for them and they wanted to go from A2 to A5 since there is a way there on the map. I started to wonder how it can be since there are hostile creatures there and it's right next to the cantina. I also remembered it was supposed to be only accessable from the pipes. Quite a bug in the map, or did I get something wrong?


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rixu wrote:
We had a WTF moment yesterday as the players went to Outpost Zed. I laid out the map for them and they wanted to go from A2 to A5 since there is a way there on the map. I started to wonder how it can be since there are hostile creatures there and it's right next to the cantina. I also remembered it was supposed to be only accessable from the pipes. Quite a bug in the map, or did I get something wrong?

Yeah, I ran this as being more of a "logical connections" map than "as drawn". I also wanted to play up the maze-like nature of the piping (and also to give one of my PC aliens a chance to use their squeezing special ability!).


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What is target tracking offensive ability of relic engineers? I can't find anywhere how it's work.
And how can PCs cure Hasshachir? They can't have remove affliction spell and Medicine skill even with medical lab on the ship will take some weeks.


keldzh wrote:

What is target tracking offensive ability of relic engineers? I can't find anywhere how it's work.

Alien Archive class graft for mechanic.

Quote:
Target Tracking (Ex): As a move action, this NPC can designate and track a single foe, gaining a +2 bonus to attack rolls against that target. Use this same bonus for twin tracking and quad tracking.

Liberty's Edge

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MaxPower86 wrote:
In Half-red's store, there is a clearsight trinket (level 5) for sell at 2,750. According to Armory, it is a magic item level 5, but I can't find its description anywhere. What does it do?

Just guessing here - it has the same qualities as clearsight goggles? That's how I ruled it.

Liberty's Edge

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For the gambling encounter, it was 50/50 any bet would win.

For cheating, I allowed a sleight of hand check to increase the chance by 5% for every 5 over 16.

SoH check result:
16 = 55% (d20, name odd or even, plus one additional number)
21 = 60% (name two additional #s)
26 = 65% (name 3 add. #s)

I also put a cap on 2500 credits allowed to win. After that, no one would be willing to keep playing.

Also there are now some unhappy Draelik that want their credits back, roughing up the PCs to get it.


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Has anyone had any issues with the final fight in book 2? My players took a somewhat unorthodox approach and went straight in for Cedona, using a bluff to get them to the hub, at which point the bluff fell apart, they had a fight (on four cameras, without taking out the guards in the camera control center), then I let them hack a computer to figure out where Cedona was while the prison went on high alert. As a consequence, they are now facing off against the warden and three Aeon Guards. We just finished the first round last night before having to pause, but they were really struggling to hit the Aeon Guards and I'm a little worried about a TPK (which also ended our Dead Suns campaign, so I'm anxious about players getting discouraged with (a) the system, (b) the APs, or (c) me, thinking I'm just a meat-grinder style of GM).

Party consists of five PCs at level 4. I feel like, on paper, they ought to be able to do it, but I'm worried about their ability to then get out of the prison with the hornets nest they've stirred up.

On the gambling, I just did an impromptu dice game that mirrored blackjack. Ante up, roll 2d6, place a bet (or fold), roll another 2d6, add the results. Closest to 15 wins, anything over 15 loses, if everyone loses the pot rolls over to the next round. Went quickly and players seemed to enjoy it.


I’d adjust the AC of the Aeon Guards, they’re way out of line with the CR guidelines and it’s been argued frequently that their AC was a mistake by an author not familiar with applying grafts to the new system.

Edit: The recommended EAC/KAC of a CR3 combatant is 14/16. An Aeon Guard has 19/22, suggesting someone screwed up and added the armor value to the base AC they originally assigned. Either make Aeon Guard AC the recommended value or at most 1-2 points higher. 5-6 points higher is broken.

Scarab Sages

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Jason Keeley wrote:
Black Lamb wrote:

My party is going to have a hard time in book two and I've been trying to figure out a way to make it even close to possible. It's going to be real hard to disguise two skittermanders, a yasoki, a sro, and

a dragonkin as Azlanti. I don't think there is any spell or item that can make that level of change. Any ideas how to make it kind of possible without it just being a guns a blazing raid.
Disguise self will let your skittermanders and ysoki appear as (short) Azlanti, which will help them get in the door at least. The SRO pretends to be a simple automaton (as long as they don't mind if their friends treat them a little badly in front of the Azlanti) and the dragonkin is their prisoner (what I refer to as "the Chewbacca gambit").

I'm running for a party of 4. Small: Bantrid, Ysoki. Medium: Wrikreechee, Large: Shohbad

Thankfully(?) I killed the Shohbad in Book 1, final boss. So now he's a Human, much easier for this stuff!


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rixu wrote:
We had a WTF moment yesterday as the players went to Outpost Zed. I laid out the map for them and they wanted to go from A2 to A5 since there is a way there on the map. I started to wonder how it can be since there are hostile creatures there and it's right next to the cantina. I also remembered it was supposed to be only accessable from the pipes. Quite a bug in the map, or did I get something wrong?

I just came up to this problem. It’s super weird of them to do this. Like the map artist and writer just didn’t communicate? I use a VTT so I’m not sure how I should edit the map to reflect the pipe and pipe maze appropriately. My options seem to be:

A. Do as drawn. Not as written.
B. Close the gaps with pipes and make it work.
C. Ignore the map and do some theatre of the mind and only pull it out if it’s needed

Liberty's Edge

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How do stellifera talk? The writeup mentions augmentations but I'm not familiar with any that would allow that.


Shisumo wrote:
How do stellifera talk? The writeup mentions augmentations but I'm not familiar with any that would allow that.

They're telepathic

Liberty's Edge

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BigNorseWolf wrote:
Shisumo wrote:
How do stellifera talk? The writeup mentions augmentations but I'm not familiar with any that would allow that.
They're telepathic

Only via telepathic message, and their writeup specifically says they use augmentations to speak.

EDIT: I think I figured it out, though. It really looks like a technopathy node and a standard comm unit would get the job done nicely.


I think we also have to allow that Starfinder isn't going to publish rules for every quality of life enhancement that exists out there, even if they are alluded to by obscure niche racial entries. How to Khizars and some Vlaka function as adventurers? Just fine, thanks.

A technopathy node is implanted in...a voice box.

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