
![]() ![]() ![]() ![]() ![]() ![]() |

SPOILERS, of course.
The last map does not make sense with what is described.
The PCs come in at the top of the map. A small side spur that they might explore has area C1. After that, the text says
"Once the PCs pass the trapped locker, whether or not they dealt with it, they’ll need to attempt a new DC 22 Survival check (DC 25 in Subtier 5–6) to follow tracks and find the captured Starfinders’ trail again. The trail is harder to pick back up since the PCs are now pursuing their foes over hard, rocky ground."
Here are my two problems with it:
(1) The trapped lockers are off in a different direction from the direction the PCs need to go. So, they don't need to pass the trapped locker one way or the other, and many won't. This would make sense if the locker were right there close to where the PCs come into the map, and area C2 were further in the map towards where the PCs need to go. Or, it would make sense if area C1 wasn't on the map at all, but was part of the "exploration" phase before the PCs get to the map. As it is, though, it's a side thing, and I don't understand why the need to pick up the trail is described in the text for a 25'-30' long side spur that the PCs could easily ignore.
(2) Flip mats are not that big. Anybody who really wants to use a sniper rifle already mostly knows this. Needing a survival check to pick up the tracks doesn't make sense to me when the PCs could just keep moving through the map down the widest hallway; there are two branches that both lead to the same place. Whether or not they make checks to follow up tracks, they'll pretty quickly end up in the same place. The only way I can see a survival check being necessary is if there's some danger of PCs taking one of the other paths that lead off of the map.... And, yes, while we're supposed to keep our character and player knowledge separate, and so the characters don't know that those other small tunnels lead off of the map, it's going to be blatant to the players, and it seems very heavy handed to say "you will be penalized if you don't make a survival check to continue moving within the confines of the map that I've just put down".
Am I misreading this?
If area C1 were right where the PCs come on to the map, most of this would be solved. They will go past the trap in the first place. Then, at least, past that, there are a couple of choices of direction they could go, making it a little more plausible that they'll have to figure things out when they haven't already gone down a spur.
Can I have permission to move area C1 to the spot on the map indicated as where the PCs come in, and move spot C2 on the map to the right side closer to the actual crossroads where one of the paths that leads out from the crossroads relative to the direction the PCs come in go where they want to go?

![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |

Thurston has stated (unfortunately, still only on a discord server that I cannot link to) that if there is a price difference on a chronicle sheet that is not cited by a boon on that chronicle sheet (or followed by a "discounted price" note), that it should be treated as a typo unless there is further developer clarification.