SFS #2-16: A Scoured Home


GM Discussion

Grand Lodge 5/55/55/55/5 * Venture-Captain, Georgia—Atlanta

Unshakeable Belief for Dvimnix mentions being able to use either Bluff or Sense Motive against Trick Attacks, but no skill bonus for Bluff shows on the NPC. Was this an oversight, and, if so, what should the Bluff bonus be?

Scarab Sages 4/5 5/5 **

Prepping this and it says on page 14 that in C2 PCs can 'initiate containment protocols' with two full-round actions, but . . . doesn't say what containment protocols do. Are these the same protocols that happen if you get 8-9 successes against the AI?

Also, while I generally like the scenario, setting success keyed to a specific number just hurts tables with fewer people (especially since there is no 4 player adjust). For example, a table with, say, seven players is MUCH more likely to get those 8 successes than a table with four players. In the future I might recommend tiers be something like number of successes=half number of players/number of players/1.5x number of players/2x number of players.

Scarab Sages 4/5 5/5 **

loki.the.mischievous wrote:
Unshakeable Belief for Dvimnix mentions being able to use either Bluff or Sense Motive against Trick Attacks, but no skill bonus for Bluff shows on the NPC. Was this an oversight, and, if so, what should the Bluff bonus be?

I think that is a copy-pasted Ability from what other Jinsuul have. It’s like a unique class feature that only some Jinsuul get. Just use her bonus for sense motive. Or, if you feel like giving her Bluff, crack open alien archive, go to the create-a-monster section, and look for the appropriate bonus for a ‘good’ skill for a same level spellcaster.

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

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loki.the.mischievous wrote:
Unshakeable Belief for Dvimnix mentions being able to use either Bluff or Sense Motive against Trick Attacks, but no skill bonus for Bluff shows on the NPC. Was this an oversight, and, if so, what should the Bluff bonus be?

Even though Dvimnix doesn't have Bluff, I simply used Sense Motive. That works fine; I would expect her Bluff (CHA skill) to be less than Sense Motive (WIS skill).

Second Seekers (Roheas) 4/5 5/55/55/55/5 ***** Regional Venture-Coordinator, Appalachia

This scenario says that Dvimnix leads with "boosted" casts of Irradiate and Slow - any idea what this means?

4/5 5/55/5 * RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

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Douglas Edwards wrote:

This scenario says that Dvimnix leads with "boosted" casts of Irradiate and Slow - any idea what this means?

It gets lost in the formatting somewhat, but if you go to Hazard after the creature stats for the final encounter:

Page 18 wrote:
Most of this room is filled with medium radiation. The squares adjacent to the nuclear core have high radiation; touching the core automatically exposes a creature to severe radiation. Any square adjacent to one of the petal-like containment panels on the opposite side from the core only has low radiation. Furthermore, any irradiate spell cast in the room becomes fueled by the power core, functioning as though the caster’s level was 3 higher than normal.

Emphasis mine. "Boosted" applies to irradiate, but not slow.

4/5 5/55/5 * RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

Gary D Norton wrote:
loki.the.mischievous wrote:
Unshakeable Belief for Dvimnix mentions being able to use either Bluff or Sense Motive against Trick Attacks, but no skill bonus for Bluff shows on the NPC. Was this an oversight, and, if so, what should the Bluff bonus be?
Even though Dvimnix doesn't have Bluff, I simply used Sense Motive. That works fine; I would expect her Bluff (CHA skill) to be less than Sense Motive (WIS skill).

This was exactly my logic too. A jinsul mystic would use Sense Motive for this ability rather than Bluff.

4/5 5/55/5 * RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

VampByDay wrote:
Prepping this and it says on page 14 that in C2 PCs can 'initiate containment protocols' with two full-round actions, but . . . doesn't say what containment protocols do. Are these the same protocols that happen if you get 8-9 successes against the AI?

In hindsight I realized I didn't use the same language, but the containment protocols are listed in Development.

Page 18 wrote:
Development: Once Dvimnix and her lackeys fall, resetting the power core’s containment system is a simple matter. Once the panels lock around the core, all the ship’s lights brighten slightly, and the air feels less oppressive. It will take some time for the radiation in the surrounding area to fully dissipate, but the threat of ongoing fallout passes. Once the PCs accomplish this, they can return to the Izalguun settlement.

4/5 5/55/5 * RPG Superstar 2015 Top 4, RPG Superstar 2014 Top 16

VampByDay wrote:
Also, while I generally like the scenario, setting success keyed to a specific number just hurts tables with fewer people (especially since there is no 4 player adjust). For example, a table with, say, seven players is MUCH more likely to get those 8 successes than a table with four players. In the future I might recommend tiers be something like number of successes=half number of players/number of players/1.5x number of players/2x number of players.

I agree, this was an oversight on my part.

Second Seekers (Roheas) 4/5 5/55/55/55/5 ***** Regional Venture-Coordinator, Appalachia

Another great scenario Christopher - I would note with the skill challenge section the players sort of get frustrated when I sort of refuse to make A1 talk about the Core at all until it's ready which kinda forced them to flub the checks after the 2nd round.

That final fight would have been really rough on them if anyone other than Dvimnix could even do any noticeable damage to them at all.

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