SFS 1-25 The Beacon Code Dilemma


GM Discussion

Dark Archive 5/5 5/55/5 *

Hey - just played this one - some scary stuff happened during our fights (though that may just have been due to having 2 mechanics, a mystic, & a pregen envoy).

Anyhow, this question came up at the end, while processing paperwork.

Was our GM supposed to excise the items that we didn't locate/get used against use in the course of the mission? I thought so, but couldn't find any verbiage supporting this.

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Get used no

Didn't locate yes (But I'll admit more than a little reluctance to figure out which items were in which box to cross them off)

Dark Archive 5/5 5/55/5 *

Sorry for the lack of clarity - I blame late night posting...

By 'lack of use', what I meant was 'the GM didn't allocate some items into the treasure horde'. Example - we found a random fusion seal - there are about half a dozen options on the chronicle sheet - should he have crossed out the options he didn't choose or not.

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

Joe Jungers wrote:

Sorry for the lack of clarity - I blame late night posting...

By 'lack of use', what I meant was 'the GM didn't allocate some items into the treasure horde'. Example - we found a random fusion seal - there are about half a dozen options on the chronicle sheet - should he have crossed out the options he didn't choose or not.

In my opinion yes, I gave them the blasting fusion seal so I crossed off the rest.

Hope that helps or if someone can tell me if they do it different?

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Captain, Minnesota

I'm planning on doing it differently. We weren't told to cross off the other seals, and it looks like our organized play leadership are moving away from the 'cross-off 80% of this sheet' maneuvers of half-light path and tome. Unless told otherwise, I'm choosing the much simpler GM path of not crossing any loot off.

Hmm

Dark Archive 5/5 5/55/5 *

Hmm - given that there's no directive in the mission itself, I'm leaning toward your solution.

If Thursty, or some other member of the staff indicates otherwise, I'll make adjustments accordingly.

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I mean they're seals. no one should be buying them anyway.

Wayfinders 4/5 5/55/55/55/5 *****

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BigNorseWolf wrote:
I mean they're seals. no one should be buying them anyway.

"Are you sure? I have so many wonderful ones to sell you!" The little yellow skittermander brings out her holographic Abadar Corp catalog. She looks up enthusiastically at the wolf who just ambled into her store. "I can help you choose just the right one! Will this be for yourself, or as a gift for someone you love?"

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*looks down at the chalk outlines of various species, and pamphlets from religious and sales peoples. There;s a chalk hand that doesn't seem connected to anything...*

Dark Archive 4/5 5/55/5 **** Venture-Lieutenant, Ohio—Columbus

When I ran this I got disease so I made the trap in med bay be vials of blood with the crew names on it. And picked the crew so the effect was sickened.... *evil laugh *

I crossed off the fusion seals they didn’t find.


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

I'm about to run this in my home game, and since it's possible to find an encyclopedia entry on the Amber Reconnoiter in the Archives, I decided to stat it up.

Ships of the Starfinder Society 150-175 AG:

Amber Reconnoiter
Tier 4 Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 14; TL 14
HP 65; DT --; CT 13
Shields Medium 90 (forward 23, port 22, starboard 22, aft 23)
Attack (Forward) light laser cannon (2d4, 5 hexes)
Attack (Port) light laser cannon (2d4, 5 hexes)
Attack (Starboard) light laser cannon (2d4, 5 hexes)
Attack (Turret) high explosive missile launcher (4d8, 20 hexes, limited fire 5)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems budget long-range sensors, crew quarters (good), mk 4 armor, mk 4 defenses, mk 2 trinode computer (tier 2); Expansion Bays guest quarters (common), life boats, medical bay, science lab (general)
Modifiers +2 any three checks per round, +1 Piloting; Complement 4 (max 5)

BPs: 115/115. The old Hammerhead-class ships were slightly underpowered -- to have all guns blazing required powering down either the life boat or the med bay and either the guest quarters or science lab -- but their skeleton crews could seldom afford to assign more than one gunner anyway. A few of these antiques workhorses are still in use today.

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