SFS #2-01 Pact worlds warriors


GM Discussion

5/5 ⦵⦵⦵

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the music you're looking for

Liberty's Edge 2/5

Pathfinder Starfinder Society Subscriber

Hi, I am prepping this right now for PBP Gameday and am having trouble understanding one of the sections. Could someone explain how Tranquil Meadow is meat to work in terms of the 1d4 steps please?

5/5 ⦵⦵⦵

You step on the dance floor

That triggers 1d4 BOOMS

Each boom is 1d6 of a random energy type

Silver Crusade 5/5 ⦵⦵ Venture-Captain, Germany—Bavaria

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BigNorseWolf wrote:

the music you're looking for

Thank you I was about to look it up, I am currently prepping this one ^^ and I love the briefing ^^.

Paizo Employee Starfinder Society Developer

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Good. GOOOOOOOOOOOOOOOOOOOOOOOOOD!

5/5 ⦵⦵⦵

The kittycat operative still has the +4 to trick attack from being a ghost operative that got faqrrata'd out.

5/5 ⦵⦵⦵

Since I had to learn how to use the jukebox on roll20 anyway

Before this event, please rise for the Eoxian national anthem

1/5

1 person marked this as a favorite.

...and here I was thinking something more along these lines...

Eoxian Planetary Dirge

*Really wishes they had a chance to play it before they started prepping it, but sometimes ya gotta do whatcha gotta do...*

1/5 ⦵⦵

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Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I believe there is an error in the description of area A6. The description text states that the shorter northern walkway moves faster than the longer southern walkway. However, the mechanics of the area state that the southern walkway is faster.

Area A1 also seems to have fallen into the trap of forgetting about environmental protections. While I think I'm more prone than most to arguing that characters should not be assumed to have protections active at all times, if they haven't said anything about activating them and don't have an obvious need for them, this life threatening Eoxian obstacle course isn't the sort of situation I would expect characters to enter with their helmets off. That makes the fortitude saves against sweltering temperature seem a bit less relevant.

5/5 ⦵⦵⦵

What is the point of getting more than one chunk of meat off of each corpse?

2/5

Possibly re-do after a sabotage? Plus, to make a double beef, double bacon burger you need double beef and double bacon. I mean double Akata and double Verimu

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

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Just finished running this tonight. It was a ton of fun, but ran WAAAY too long. Ours took 5 1/2 hours and I just called the last event before it was done because the PCs were ahead 250pts to 110pts. And this was at high tier with only 4 PCs. (Channels with Keskodai in event C really racks up points! On the other hand, Keskodai literally swam through the lava in event A multiple times.) Either event B or C really should be Optional.

1/5

I don't see guidance on what should be trimmed in the scenario.

Obviously the goal is to be done in 4 hours @GenCon. Of the two extended sections, which one will be easier to run to reflect this?

Silver Crusade 5/5 ⦵⦵ Venture-Captain, Germany—Bavaria

I ran this online recently.. it took about 6 hours. I think the 2nd and third challenges should be optional, particularly since the first one can take forever to resolve.

There is a lot of liked here, and some things that make me hesitant to offer it again, that feedback will come later, but I just had to say, I am not scheduling this one at my next convention because of the timeslot concerns.

Silver Crusade 5/5 ⦵⦵ Venture-Captain, Germany—Bavaria

BigNorseWolf wrote:
What is the point of getting more than one chunk of meat off of each corpse?

I assumed that you have more meat allows you to have more players attempting their own cooking checks, but it is anything but clear and when I ran it, I just went with it.

5/5 ⦵⦵

We ran this at 2 tables at out local FLGS both tables had to skip one of the last 2 sections to get this in 4 hours of play. One table also shortened the combat cooking to only one creature.

Skipping a section really didn't matter the opposition was so weak that we were completely smoking them.

5/5 ⦵⦵⦵

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GM Wageslave wrote:

I don't see guidance on what should be trimmed in the scenario.

Obviously the goal is to be done in 4 hours @GenCon. Of the two extended sections, which one will be easier to run to reflect this?

I was more than a little annoyed how all of the moving parts of the cooking contest were thrown out to boil down to a bluff check. That's something you could pair down for time.

1/5

BigNorseWolf wrote:
GM Wageslave wrote:

I don't see guidance on what should be trimmed in the scenario.

Obviously the goal is to be done in 4 hours @GenCon. Of the two extended sections, which one will be easier to run to reflect this?

I was more than a little annoyed how all of the moving parts of the cooking contest were thrown out to boil down to a bluff check. That's something you could pair down for time.

...wouldn't that be more pare down for a cooking contest? :)


Starfinder Superscriber
HammerJack wrote:
I believe there is an error in the description of area A6. The description text states that the shorter northern walkway moves faster than the longer southern walkway. However, the mechanics of the area state that the southern walkway is faster.

The northern walkway is actually going faster - 10' of movement on the southern one will move you 15', while 10' of movement on the northern one will move you 20' (10' for each 5').

HammerJack wrote:
Area A1 also seems to have fallen into the trap of forgetting about environmental protections. While I think I'm more prone than most to arguing that characters should not be assumed to have protections active at all times, if they haven't said anything about activating them and don't have an obvious need for them, this life threatening Eoxian obstacle course isn't the sort of situation I would expect characters to enter with their helmets off. That makes the fortitude saves against sweltering temperature seem a bit less relevant.

I'll probably run this by assuming their protections are off, and if they want to spend an action to turn them on that's one less action to get to the finish line.

Wayfinders

Any recommendations on images for the two animals in Combat Cooking that don't have official art?

Liberty's Edge 2/5

Pathfinder Starfinder Society Subscriber

I used an image of an emu and a zebra.


Starfinder Superscriber

There are medium herbivore (6-legged rainbow llama) and medium predator (space tiger) pawns in the AA2 Pawn Box.

5/5 ⦵⦵⦵

Space Cow


Speed is a huge issue for sure. When we did the preview game at paizocon we had to skip the 3rd challenge and still went long.

I like shortening the cooking to one creature though I would keep the multiple rounds of cooking checks for flavor (pun semi intended)

I was thinking of changing moving target by just having the party make a few attack rolls and then having the monsters make a few back so that some resources might be spent before going into the last scenario but the party should be winning big by now so they just need credit for the win and a chance to try for the prizes (the most likely way members of the party face any threat)

5/5 ⦵⦵⦵

What makes this combat go long is that it takes x party members Y turns to complete no matter how well they do. In a normal adventure more people put the monsters down faster with say, a party of four taking 4 turns each as opposed to a party of 6 taking 3 turns each.

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

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Xalxe wrote:
Any recommendations on images for the two animals in Combat Cooking that don't have official art?

I like this one.

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

BigNorseWolf wrote:
What makes this combat go long is that it takes x party members Y turns to complete no matter how well they do. In a normal adventure more people put the monsters down faster with say, a party of four taking 4 turns each as opposed to a party of 6 taking 3 turns each.

Good point. The action economy kinda works against the players in this one 'cuz it just makes the whole scenario take a lot longer.

Sovereign Court 4/5 ⦵⦵⦵⦵ Venture-Agent, Georgia—Atlanta aka The Masked Ferret

We had 2 tables running this simultaneously this week, it took 5 and a half hours. Would recommend tossing the skeleton horde encounter... it just does not feel like the rest of the scenario.

Wayfinders 4/5 Venture-Lieutenant, Texas—Houston North

Given that the main thing that keeps contestants from skipping obstacles is the lava pit, what's too keep PC's with a fly speed from skipping to the end? I can't seem to find anything, but am considering inserting some force barriers between each obstacle.

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Aaron Reichgott wrote:
Given that the main thing that keeps contestants from skipping obstacles is the lava pit, what's too keep PC's with a fly speed from skipping to the end? I can't seem to find anything, but am considering inserting some force barriers between each obstacle.

The map seems to show force barriers, otherwise it would be pretty jumpable

Wayfinders

The description for area A2 also calls out the force fields, and I would presume they rise the full 40ft to the ceiling, preventing skipping.

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

Aaron Reichgott wrote:
Given that the main thing that keeps contestants from skipping obstacles is the lava pit, what's too keep PC's with a fly speed from skipping to the end? I can't seem to find anything, but am considering inserting some force barriers between each obstacle.

When I ran it, I had a player with a PC in it who was built for jumping. He could easily get a 96 on his jump checks, so when he wasn't waiting for other PCs that were getting stuck, he would leap to clear multiple obstacles at a time.

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James Krolak wrote:


When I ran it, I had a player with a PC in it who was built for jumping. He could easily get a 96 on his jump checks, so when he wasn't waiting for other PCs that were getting stuck, he would leap to clear multiple obstacles at a time.

Alright, gotta see the math on that one for a level 4...

Silver Crusade 5/5 ⦵⦵ Venture-Captain, Germany—Bavaria

BigNorseWolf wrote:
James Krolak wrote:


When I ran it, I had a player with a PC in it who was built for jumping. He could easily get a 96 on his jump checks, so when he wasn't waiting for other PCs that were getting stuck, he would leap to clear multiple obstacles at a time.

Alright, gotta see the math on that one for a level 4...

Same request..

1/5 ⦵⦵

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Let's see, assuming a Phentomite operative with 20 strength and a speed suspension augment, we can get 5 (STR)+3 (racial for leaping)+3(class skill)+3 (insight from Skill Focus)+4 (ranks in athletics)+8 (leapers armor upgrade)+8 (bonus for having a land speed of 50), so a nat 20 would get a 54 to jump. Pretty impressive, but I'm not seeing how you get the other 42.

EDIT: I think you can get one more from a trait, and maybe 1 from a polymorph spell, so you'll only be 40 short?

Sovereign Court 1/5

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With all of the above, The Jet Dash Feat lets you jump twice as high and far as normal. So they might be doubling their result instead of just how far they can go (Works the same either way for distance/height but would technically be wrong if there's just a set check in the scenario for something).


Pathfinder Adventure Path, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber
GM Suede wrote:
With all of the above, The Jet Dash Feat lets you jump twice as high and far as normal. So they might be doubling their result instead of just how far they can go (Works the same either way for distance/height but would technically be wrong if there's just a set check in the scenario for something).

You can also pair that with an augmentation that lets you make your personal gravity "low" once per day, for two rounds (the better versions are way out of level range, IIRC). Alternately, a Copaxi with the ability to always be a low grav gives a nice boost to jump distances as well.

1/5 ⦵⦵

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I can't believe I forgot about Jet Dash when I was trying to lay out leaping bonuses.

Sovereign Court 3/5 Venture-Agent, Minnesota—Champlin

He was playing an SRO Operative. He's probably played with some of you folks at PaizoCon. I want to say that he had a 70' normal land movement. For sure, he's got the bonus from Operative, Fleet, and Cybernetics. I'm not sure if he also had a level of Soldier for more movement. He most likely had Jet Dash and was doubling the result of his jump check and telling me that, rather than doubling the distance.

5/5 ⦵⦵

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I'm prepping this scenario and if the role playing session get proper attention this scenario can run 6 hours long.

Please developers keep scenarios to under 4 hours. Some of us have hard stops at 4 hours. When I played this the role playing sessions were shortened one test was cut entirely (the exploding skeletons) and the capture the flag was rushed because we had 20 minutes left. The final story part conclusion with the shuttle was dropped because we ran out of time.

SFS outside of a few scenarios has been doing a great job keeping scenarios short. Please keep them short.

1/5

Is it just me or does Shonvyzam's drone's defenses seem off? By my math the KAC/EAC for tier 1-2 (assuming she's a 1st level mechanic) should be 13/15 respectively not 10/12, saves should be Fort +0/ Ref+5/Will +0 not Fort -1/Ref-1/Will-3, and HP should be 10 not 6. The higher tier drone does not look right either but its almost time for bed and I don't have time to list them. Am I missing something?

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