SFS #1-36: Enter the Ashen Asteroid


GM Discussion

Sczarni 5/5 ⦵⦵

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Starfinder Charter Superscriber

Fun scenario.

When I played it, we had two Solarions who totally geeked out over the stone.

While prepping it, I found this old Paizo Blog with two pictures of forge-spurned that I ended up using during my game.

I also used the image of Droskar's unholy symbol from the wiki.

Sczarni 5/5 ⦵⦵

Starfinder Charter Superscriber
Exploring the Facility wrote:
While exploring, each PC can attempt one of the skill checks below ... The PCs can earn up to one success per skill ... If the PCs succeed at 3-6 checks, they secure 1 Find. If they succeed at 7 or more checks, they secure 2 Finds.

I presume only tables with 7 players can secure 2 Finds?

Dark Archive 5/5

Nefreet wrote:
Exploring the Facility wrote:
While exploring, each PC can attempt one of the skill checks below ... The PCs can earn up to one success per skill ... If the PCs succeed at 3-6 checks, they secure 1 Find. If they succeed at 7 or more checks, they secure 2 Finds.
I presume only tables with 7 players can secure 2 Finds?

I read it as each of the PCs can make each check, but if they fail twice, they can't do it again. The only detriment is that each set takes another hour.

Sczarni 5/5 ⦵⦵

Starfinder Charter Superscriber

Huh. Because the rest of that section, regarding rewards and such, only seems to list up to 6 successes as possible.

I was wondering if the 7 was a typo, and maybe the author was thinking of the boardroom presentation later on, where 7 is possible.

Sczarni 5/5 ⦵⦵

1 person marked this as a favorite.
Starfinder Charter Superscriber

Post-PaizoCon rundown:

Five tables and not a single "Dwarf friend" among any of them.

Three tables had Solarions; two of them waited until the end to activate the Solarion Stone (cue sad faces).

Two tables didn't have a spellcaster, dwarf-speaking PC, or Mysticism.

One table fought the lice.

Three tables went "out of order", confronting the lice at the end of the scenario.

One table fought the Trox at the door. Four tables fought the Trox at the Solarion Stone.

Computers and Engineering was not a problem for anyone.

Exploration phase was a breeze for every group.

Four tables successfully argued "Preserve the Asteroid"; one table only succeeded at securing the Solarion Stone.

Two 1st-level deaths by massive damage from a Crit (but one saved by a timely "Welcome to Society" boon).

Table breakdowns:

(didn't record Level breakdown of first table)
3x 4th Level, 2x 3rd Level, 1x 1st Level
3x 2nd Level, 3x 1st Level (one 1hp away from death, Trox Crit)
1x 4th Level, 1x 3rd Level, 3x 1st Level (one death, Trox Crit)
3x 2nd Level, 1x 1st Level (one death, Boss Crit)

All-in-all the scenario was fun and I feel most players understood the objectives and had a good time. The only table I felt went poorly was the 6 person table of 1s and 2s with no spellcaster, dwarf-speaker or Mysticism where nobody could figure out what was going on. But there were also two brand brand new players who I had to spend time educating on the basics of tabletop so my attention was somewhat divided.

Grand Lodge 3/5

Ran it a couple weeks before playing it at PaizoCon. fun scenario.

When I ran:

Spoiler:
Playing up with a Envoy-2 in tow; Dwarf-Friend and Dwarf in party. Merakoi Mystic, Elf Operative, Dwarf ? and a Lashunta Envoy.
One PC [jokingly] wanted to abandon the mission with the mention of the dark-dwarves using Trox as slaves.
I gave the option to trade out weapons with the mention of the magma-core of the asteroid. A few of them did.
Enter the asteroid, they tried to hack the computers and failed, this calling the Cybernetic Zombie Trox x4 to their room. Thankfully the narrow walkways and PC's blocking the door prevented the Trox from overwhelming them early. They managed to take out two of them before they fled back to the gate.
After finding the necessary info about the solarian stone, they descended down to the Magma Pits. With a good Life Sciences, they decided to "enlist" the Lice to chew through the walls- which triggered the Trox's return. Short work were made of them, as now the necromantic aura wasn't active.
While the lice chewed through the stone, they activated the Solarian stone, which opened the doors.

Fight against the Forge-Spurned was difficult, as the party got seperated from each other when they used their Smoke Cloud abilities, and the Operative nearly got beat by one of them.

Afterwards, the party convinced the Collective to salvage what they could- especially the Solarian Stone, then blast the rock out of the cosmos.

At PaizoCon, i warned the GM and Party that i'd already run it, so they were in control. We played low tier with 4-player adjust; i brought in my 2-Mechanic.
My party convinced the Collective to preserve the asteroid as a historic cite of Pre-Gap industrialism and proof of Dwarven Innovation and Tenacity.

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

Played this yesterday. Very enjoyable scenario, but the boss seems unreasonably powerful at low tier. Fire immunity is very problematic in a game where laser weapons are the default, but sure, it's thematic and there are some alternative weapons to be found. But as undead it's also immune to nonlethal damage so a pulsecaster weapon (the other affordable L1 weapon) is ineffective too.

All that could just make for a very tough fight, but Fast Healing 5 at the 1-2 tier, on a high AC foe? Really?

4/5

Lau Bannenberg wrote:

Played this yesterday. Very enjoyable scenario, but the boss seems unreasonably powerful at low tier. Fire immunity is very problematic in a game where laser weapons are the default, but sure, it's thematic and there are some alternative weapons to be found. But as undead it's also immune to nonlethal damage so a pulsecaster weapon (the other affordable L1 weapon) is ineffective too.

All that could just make for a very tough fight, but Fast Healing 5 at the 1-2 tier, on a high AC foe? Really?

I suppose the next option is some form of slugthrower/reaction cannon.

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

Let's look at how problematic this thing is for the pregens.

Envoy: armed with a survival knife (+2 to hit, needs to roll a 15, 14 with Get 'Em; 1d4 damage); and a laser pistol (immune). Monster needs to roll a 4 to hit her, and at most 2 hits to drop her.

Mechanic: armed with a club (-1 to hit, archaic although I think that technically doesn't matter because the forge-spurned doesn't wear armor; so needs to roll an 18 to hit KAC and deals 1d6-1 damage), and a pistol (needs to roll a 15 to hit, 1d6 damage), and a drone with pistol (needs to roll a 12 to hit, 1d6 damage). Monster needs a 4 to hit and drops him in at most two hits.

Mystic: needs to roll a 17 with staff for 1d6 damage. Pulsecaster pistol doesn't work on undead. Mind thrust doesn't work on undead. Has one grenade he's not proficient with. But he can try to keep the rest of the party going. Monster only needs to roll a 3 to hit him.

Operative: needs a 9 to trick attack him, and a 13/11 to hit him for 1d4(+1) (+1d4) damage. Monster needs to roll a 5 to hit him. Still drops in two hits.

Solarian: needs to roll a 13 to hit him for 1d6+2, laser pistol and supernova don't work. Monster needs to roll a 3 to hit him, and if he's really really lucky he might still be standing after 2 hits.

Soldier: our last best hope? Needs to roll a 13 to hit with his doshko for 1d12+3, or 13 with the reaction cannon for 1d10. Gets hit on a 6! Still likely to drop after two hits.

Technomancer: needs to roll a 15 for 1d4 with a baton. Has magic missiles, maybe she still has some after the rest of the adventure. Monster needs to roll a 4 to hit her and she probably goes down after one hit.

---

None of the pregens even have an even chance of hitting it. Their hits are mostly pinprick that the Fast Healing quickly heals.

There's also a fairly big chance that the monster kills characters outright with Massive Damage (CRB p. 250).

It's a really flavorful monster, but I think it's quite OP.
* Reach
* Ability to make extra attacks even after moving.
* High damage on its attacks for its CR, enough to drop PCs in 1-2 hits.
* Immunities against some of the most common weapons on this level
* A smoke ability that due to concealment drags out the combat
* Fast healing 5 is a lot when fighting enemies with 1d4s and 1d6s who have trouble hitting you. If everyone's also missing 20% of the time that plays right into your hands.

Having some of these would make for an exciting bossfight. Having all of these makes it very easy to TPK.

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