SFS #1-33: Data Breach


GM Discussion

5/5 5/55/5 ***

I like this scenario, but I have a couple questions:

1) Some Computers/Engineering checks in the scenario are called out as needing the PC to be adjacent to the object in question. I assume that a PC with a class ability that allows them to attempt such checks at range (such as a 5th-level Mechanic with Remote Hack), need not be adjacent?

2) What is the big "Secret" about the Lore Guardians? This is now the third adventure I've seen them used in. I understand the importance of "reverse-engineering" them, but the adventure seems to imply that even having them present represents some big reveal, and I can't help but feel that I'm missing something.

5/5 5/55/55/5

Spoiler:
The lore guardians have an ability to detect memberrs of the conspiracy: Something to do with Grandma Rat. Detecting an affiliation like that with no visible sign is a bit weird even for magic. It also gives you a possible way to detect members of the conspiracy: reverse the magical polarity and then look for someone the head wants to attack or something.

5/5 5/55/5 ***

I get that. But is that it?

5/5 5/55/55/5

Won't know for sure till the next one

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

What's with the floor in room A2?

Box Text wrote:
Clean vinyl tiles cover the floor with a neutral checked pattern commonly seen in buildings across the Pact Worlds.
flat text below that wrote:

A section of lighter tiles indicates a trigger zone

for the below encounter, though the PCs cannot detect any other purpose to these tiles.

So are the blueish tiles on the map visibly different to the PCs or not?

Paizo Employee 5/5 Starfinder Society Developer

I'd say that putting down the map would be an indication to them that something is different, but only if the PC is appropriate paranoid about the different coloration. However, they'd still need to make Perception checks to note the presence of the secret doors. And there's no telltale sign that the different colored floor does anything.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

That puts me in a bit of a pickle. I don't have access to cheap color printing, especially for any map as humongous as this. So I draw them in flipover paper with 1" grid. Which works fine in most cases. But if I color in part of the floor on one room, then it really really stands out.

Paizo Employee 5/5 Starfinder Society Developer

Lau Bannenberg wrote:
That puts me in a bit of a pickle. I don't have access to cheap color printing, especially for any map as humongous as this. So I draw them in flipover paper with 1" grid. Which works fine in most cases. But if I color in part of the floor on one room, then it really really stands out.

Then don't feel pressured to color it in. No need to mark it out on the map, as the PCs shouldn't really have a sense that it's anything different. Also, there's no way to detect the flooring, since there's no trap statblock to activate it, just a DC on noticing the secret doors. :)

4/5 *

Lau Bannenberg wrote:
That puts me in a bit of a pickle. I don't have access to cheap color printing, especially for any map as humongous as this. So I draw them in flipover paper with 1" grid. Which works fine in most cases. But if I color in part of the floor on one room, then it really really stands out.

One thing I've done as a PFS GM that would probably cross over to SFS is to draw the whole map out on one of the large flip mats which can take either wet-erase or dry-erase markers using one of the 8 color wet-erase marker sets. I usually use black for the main walls, and then blue, green, purple, brown, and red for features. It will take more work, but the extra color throughout the map will make individual blue squares stand out less. Just be aware if you do this that if you don't clear your maps soon getting the colors off will be a pain.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Thurston Hillman wrote:
Lau Bannenberg wrote:
That puts me in a bit of a pickle. I don't have access to cheap color printing, especially for any map as humongous as this. So I draw them in flipover paper with 1" grid. Which works fine in most cases. But if I color in part of the floor on one room, then it really really stands out.
Then don't feel pressured to color it in. No need to mark it out on the map, as the PCs shouldn't really have a sense that it's anything different. Also, there's no way to detect the flooring, since there's no trap statblock to activate it, just a DC on noticing the secret doors. :)

Yeah so this is the thing - I can't quite tell from the text if the tiles look different on the map just to indicate them to me as GM, or if they actually look different to a character who's looking into the room.

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

So page 14 lists the following:

"Damaging, but not destroying, isn't enough to prevent the lock mechanism from engaging again later, as described in the Creature section on page XX"

I can't seem to find that...is it actually the same page or the page after? I'm being blind as usual...

Dark Archive 4/5 5/55/55/55/5 ***

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
James Hargrave wrote:

So page 14 lists the following:

"Damaging, but not destroying, isn't enough to prevent the lock mechanism from engaging again later, as described in the Creature section on page XX"

I can't seem to find that...is it actually the same page or the page after? I'm being blind as usual...

The text should refer to page 16 (subtier 3-4) and/or page 17 (subtier 5-6). The relevant text is under the Security Robot's Environmental Control special ability.

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

Gary D Norton wrote:
James Hargrave wrote:

So page 14 lists the following:

"Damaging, but not destroying, isn't enough to prevent the lock mechanism from engaging again later, as described in the Creature section on page XX"

I can't seem to find that...is it actually the same page or the page after? I'm being blind as usual...

The text should refer to page 16 (subtier 3-4) and/or page 17 (subtier 5-6). The relevant text is under the Security Robot's Environmental Control special ability.

Thanks mate! Appreciated!

1/5 5/55/55/5 **

Ran this for five players at low tier. My biggest problem was how to imply the importance of the data guardians without explicitly saying they should be dragged back home (the party botched the second office firewall). The players considered the constructs as just one more monster encounter. They expected to find an arcane laboratory or something, and only grabbed the remains because I asked what they were bringing back as they were leaving. Maybe I should have kept my mouth shut and docked them 1 fame. But they succeeded at both the interrogation and the creature knowledge checks, so I figured punishing them without any sort of clue would have been too nasty.

Players' biggest issue was the Core Defender robot. They unanimously agreed it was too easy. It only took a few hits before keeling over despite its fearsome appearance. 40 hp without any sort of DR or energy resistance and vulnerability to criticals made it feel like a piñata.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Just ran it for four players at high tier. Party of 3,4,5,6, so APL 4.5; I assured them that playing up would not be an issue. And it wasn't, because most creatures were CR 3ish; the high tier just had more of them.

Whereas some scenarios put all their CR into a single horrible monster, I think this one dilutes it among too many, so that none of the creatures is really impressive.

---

What I did like was that the computer challenges were written quite extensively so that it was very clear for me as a GM what was supposed to happen. If this is the new standard format for computers in scenario text, then I'm happy.

5/5 5/55/55/5

Not really sure how to portray the place as being eerilie empty and lifeless, its hard to describe the lack of something?

5/5 **** Venture-Agent, Netherlands—Utrecht

Squeaky clean floor, stale air, echoes. When you get to the "inhabited" places, make them look sparse: only the necessities, no more than that. No personal touches like photographs or knickknacks. Maybe an old calendar from two years ago. Maybe longer, but not ridiculously long. A really old model computer, and so on. When the players find the stash of guns, they're still wrapped in plastic or something, or the pricetag's still on them.
Maybe for funsies, and old mailbox filled with spam mail (either an actual physical mailbox, or on the computer you hack into).

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