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I am presently preparing a few tables of #2-19 Truth Keepers, and I've noticed a few things I would like to ask about.
1. For the encounter in Part B, the Creatures entry states that there are four Keepers that ambush the PCs. However, only 3 Keeper locations are marked on the Encounter B map. The Encounter CR seems to add up to four enemies. Where should the fourth enemy be located? GM's choice?
2. In Part C, Area C1 describes a door to the West and a hidden garbage chute to the North. However, the compass indicates the top of the map is North, which would mean that the door is North and the garbage chute is West. What is the correct orientation of the map?
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Also, on Page 5 it says the Starfinder Agents you help have no stats, but Pickle, the Envoy says the combat ability is Inspiring Boost.
How many Stamina Points do they give PCs? As that isn't listed anywhere.
Good question! Until this is clarified a good rule of thumb might be an expert-array creature of CR = APL (so APL 3 would be Cha +4, APL 4+ would be Cha +5).
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Have no fear, an author is here! *trumpet sounds* I'm prepping this to run an online author session myself so this is all awesome things to note.
1. For the encounter in Part B, the Creatures entry states that there are four Keepers that ambush the PCs. However, only 3 Keeper locations are marked on the Encounter B map. The Encounter CR seems to add up to four enemies. Where should the fourth enemy be located? GM's choice?
Great question! The fight was originally designed for three enemies, so wasn't on the map we sent in - I'm going to add the fourth Keeper to the northern side so that it's a 2-and-2 pincer attack.
2. In Part C, Area C1 describes a door to the West and a hidden garbage chute to the North. However, the compass indicates the top of the map is North, which would mean that the door is North and the garbage chute is West. What is the correct orientation of the map?
Use the compass on map and change the text to match the map - so door to the North and hidden garbage chute to the West.
James Hargrave wrote:Good question! Until this is clarified a good rule of thumb might be an expert-array creature of CR = APL (so APL 3 would be Cha +4, APL 4+ would be Cha +5).Also, on Page 5 it says the Starfinder Agents you help have no stats, but Pickle, the Envoy says the combat ability is Inspiring Boost.
How many Stamina Points do they give PCs? As that isn't listed anywhere.
My name is John Curtin and I approve this interpretation - 7 stamina for APL 3 (Cha +4 plus "level" 3), 5+APL for any APL higher than 3.
Hope you're enjoying the scenario so far!
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Mike Bramnik wrote:Mild amusement. The scenario refers to The Half-Alive Streets, but always with a different scenario number (and as of my second read-through, they're all off :P).*facepalm*
No worries - doesn't affect the scenario beyond a hasty GM maybe reading the number aloud when asking players if they have the chronicle! Keeps us on our toes!
I'm still torn as to whether or not I wish PCs who have the boon from #1-23 to have gotten a chance for an interaction with their "friend" there near the end...but I think I'm okay with their being none, to shield the friendly little critter from seeing bad things!
Again, John, this is a fun scenario you've wrought!
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I'm still torn as to whether or not I wish PCs who have the boon from #1-23 to have gotten a chance for an interaction with their "friend" there near the end...but I think I'm okay with their being none, to shield the friendly little critter from seeing bad things!
Mine fought a Godling with me, so I think the ship's sailed (or drift-jumped even) on being a responsible sharktopuppy parent for some Starfinders.
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Investigation 3, They need to succeed at 2 checks, but the life science/prof botonist just makes them easier, and the bluff check is supposed to get her to tell more, but beyond the bluff check how do they get her to tell them anything? Is there supposed to be an average diplomacy check there or something?
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So during my prep I ran across the Saboteur. They have Improved Feint but has NO ranks in bluff! Why give a feat that they can't really use?
They got the feat because I still had an ability to give them and it seemed the most flavorly/mechanically appropriate. They can still use it with their flat bluff, i.e. the CHA bonus. It's already a second-tier option, included the feat so they could feint with their ranged weapons (as they can't trick with either of them). Still should have given them bluff but I failed to ¯\_(ツ)_/¯
Investigation 3, They need to succeed at 2 checks, but the life science/prof botonist just makes them easier, and the bluff check is supposed to get her to tell more, but beyond the bluff check how do they get her to tell them anything? Is there supposed to be an average diplomacy check there or something?
The two successful skill checks includes things like the Life Science/Profession and the Sense Motive. If you get two successes at any of the listed skills, it's a display of competence and/or diverse skills - Fuzukiyo appreciates displays of intelligence.
Hope these help!