***Spoilers*** Penumbra Protocol


Signal of Screams

Dataphiles

Anyone else read it yet?

The real question about area A13:
Just wondering if anyone has any insight on A13. Master Computer Room, under the developments section just goes off on a tangent that doesn't seem to be connected at all with the details and discoveries in the room.

First a culture check for the Grand Assembly and the Assembly of Nations, which while true is nothing to do with any of the locations they discover, not it does appear (at brief glace to be mentioned anywhere else in the AP as a place they'll want to go and report their findings).

Then it also mentions that the PC can conclude that there might be consequences from what they've discovered. It's a bit of a jump to go from... These towers will be activated soon and will do this. To this will effect the whole planet and potentially beyond.

Additional oddity, but more my ramblings:
Also I'm a bit of a loss to DCs of the culture checks, re.. DC 15 to know about the Grand Assembly. Okay doesn't seem too bad, but previously in A7. it's a DC 23 culture check to identify an image as an aerial map of the very city they are in... when they landed from orbit at the city not very long previously. Did the pilot not look where they were going?

I appreciate that auto-pilot and guidance systems might not give that level of detail, but did no one at all in the group look at the "You are here" map in the spaceport when getting off the ship to get a rough lay of the land, or was that map so obscure as to only point out the 3 areas for sleeping (as noted previously noted in the AP) and the offices they're currently in. In order to go, hmm this image is roughly shaped and detailed in the same way that this might be a map of the city?

Dataphiles

Map markings for E12:
The text for E12 lists a trap that triggers "When a living creature steps onto the marked space". But the map marks no such trap. The text hints at it's location, which I assume to be just east of the operating table, just as you enter the door.

Although the detail of the trap also mentions that it effects all who are in E12... which would be one person unless the entered the room with a side-step... or you allow multiple people to enter the room simultaneously and spread out a little.

Apparently viewing the whole macabre scene for just outside the room grants immunity.


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Sorry for ressurecting this, but I didn't want to make another topic about Penumbra Protocol.

Has someone a few ideas how to run Cuvacara a bit more believable without penalizing Soldiers and Mechanics too much?

From the looks of it the adventure really expects me to handle a office building in the middle of a city as a normal dungeon and that no one notices nor cares when the PCs arrive with heavy weaponry and possibly power armor and start to shoot the place up, the same way no one cares or notices that they have a lethal trap on the front door which only by pure dumb luck has not fried someone already like a reporter who wants to do a bit about the upcoming Penumbra launch and decided to visit in person.

And even after demolishing the place the PCs are targeted several times with bombs and fully equipped mercenaries, yet the police is supposed to not care while the PCs are expected to have their normal gear with them.

Maybe its because I played Shadowrun before, but I have a very hard time how to justify this kind of indifference for violence even on a lawless pirate hideout yet alone in a futuristic, civilized city.
But when I start to use common sense and restrict heavy or even all obvious combat equipment the players of soldiers are in for a world of hurt and/or boredom or the group is in no way a match for the enemies they are supposed to face in the city.


Armory is full of ways to hide or disguise your weapons and armor. Just invest in null space grips and that armor augmentation that lets your armor look like clothes.


Definitely don't restrict all combat equipment. It's just not that kind of setting. People wander around with guns, and some people (mercenaries, adventurers, etc.) probably have big guns, and other such heavy weaponry. Just having them isn't against the rules in the setting (unless otherwise specified).

A trap on the front door is definitely dumb. I've wandered into random office buildings just to see if I could use the bathroom before, and it'd be kind of unbelievable to say that nobody has managed to set a trap like that off.

I don't actually have the book in front of me right now, so I don't have the layout of the place, but maybe you can adjust things around a bit? A public area that's relatively safe in the front, with the trap moved just past an "employees only" door, or something.

...An extra couple of rooms (and more importantly: Doors) in the way also helps explain why the cops might not crash the party. If the PCs go in guns blazing right off the sidewalk, yeah, someone might get alarmed, but if there's a few rooms in the way you might rule that nobody outside hears it over the hustle and bustle of the city.

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