SFS 02-12: Colussus Heist Prep Question


GM Discussion

4/5 5/55/55/5 ****

I'm prepping this Colussus Heist right now and am looking at some of the higher DCs and wondering there is any gear Radaszam might be able to recommend to PCs to purchase knowing their target is a technological monstrosity. Tools or spells that can reasonable assist in the applied Computers, Engineering, Perception, or other checks Radaszam could reasonably predict and advice toward during the scenario.

The second question I have is any advice on how others ran Radaszam himself. While the opening portrays him as incredibly excited to join in on this adventure, I have a hard time figuring out how to present him for the rest of the scenario since he isn't presented as doing anything or providing any mechanical benefit at any point. I have an especially hard time trying to figure out how present him being unwilling to join the party in the tekenki without a decent amount of cause.

Trying to avoid spoilers, I'm not familiar with Radaszam in later adventure but is this how is supposed to be portrayed. Is this a hint that something is wrong with him? Should I just present him as is?

If not, I would like to try to present him as more competent and would invite any suggestion of how others presented him that I could use.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The adventure sort-of depicts him as running interference from the ground, but you're right, the in-game rationale presented for keeping him out of the action is really thin.

Regardless, running unseen interference and scoping out the battlefield is how I'd portray him when I eventually/hopefully get to running this. Maybe have him crackle over the comms each round to warn the party about the incoming random effect. "Brace yourselves!"

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

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In terms of the high DCs, I wouldn't worry too much about it. I don't think that the PCs have to make any of the skill checks to be successful in the mission; making the skill checks make the mission easier. (For example, they can send someone through the laser grid, probably taking damage, to retrieve a relic.)

As a Radaszam, I ignore them after the PCs enter the tekenki. My approach (once the PCs are inside the tekenki) is to keep the pressure on the PCs; keep them focused on the urgency of their mission. They're in the middle of a godzilla fight; things are crazy around them. There's no time for a 10-minute rest. Keep pushing the urgency; the fights aren't that hard.

4/5 5/55/55/5 ****

For Radaszam, my thoughts are less about what to do with him during the tekenki fight (I agree the party will be busy enough then), but every other point in the adventure. As written his aid following the introduction is to offer initial suggestions to get the party to Luku if the party is stuck and to come up with a plan if the party never talks with Luku at all. Right now my general plan is for him to provide Aid Another on skill checks as he is able and otherwise be an encouraging voice if the party hit any hardships.

As for the DCs, the highest DCs in the adventure are tied to mission rewards. The PCs need to activate all three beacons to get the rewards for the Dead Reef encounters. Assuming the party had someone capable of nearing the DCs, I was going to direct the party to level appropriate data jacks given the tech bent of this mission if they did not have them, and encourage Computer-skilled allies if only to offer aid if the party doesn't have many people capable of aiding on such checks.

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I'm ultimately less worried about those DCs and the group actually locating the relics. One of the relics is called out as being visible with a significant Perception check, but all three are described as visible with a detect magic spell. The second two (in the laser net and the vat) are not given another method to locate them. It is less obvious how the party should proceed without a spellcaster.
This isn't a "what if" worry as currently my signups for me running this adventure show no characters are listed as a spellcasting class. I could apply the same DC required to locate the relic in the electric net, but then meeting the DCs would be necessary to complete the mission. Is there a reasonable item/boon I could suggest a non-spellcasting party to take the place of the relic detection?

The Exchange 4/5 5/5

As with any NPC in any scenario who is just along for the ride (as opposed to having specific stats and skills), I'd be hesitant to have Radaszam offer Aid Another or other concrete mechanical helps. I had him treat the entire experience as if he was on a sightseeing tour rather than working. After all, he does say in the briefing that he's coming along on "the safari - I mean the trip! -"

He can do various things cinematicaly that don't have an actual bearing on the outcome. He can drive the PCs to the beacons, or ask Gaiul if he can drive Gaiul's transport. And then slew the vehicle around in appropriately crazy and improbable maneuvers. Since it doesn't really matter to the scenario and gives him an excuse not to go inside. As well as the extremely rare opportunity to watch two colossi fight each other.

GM Blazej wrote:
As for the DCs, the highest DCs in the adventure are tied to mission rewards. The PCs need to activate all three beacons to get the rewards for the Dead Reef encounters. Assuming the party had someone capable of nearing the DCs, I was going to direct the party to level appropriate data jacks given the tech bent of this mission if they did not have them, and encourage Computer-skilled allies if only to offer aid if the party doesn't have many people capable of aiding on such checks.

Suggesting computer-related gear in a vacuum is stretching a bit. For all Radaszam knows they are going to have to rip a hole in the side of a colossus with powered weapons. When they find out about the beacons during the mission then sure, they may decide to buy stuff in New Valor. As far as I can find there's no time pressures on the PCs while they are exploring New Valor. Maybe have Gaiul and/or Wano stress that the beacons are very advanced tech or something.

Definitely encourage aid another.

Spoiler:
One of my biggest peeves is when I say "that will be a Skill x check" and one player immediately grabs her dice, rolls, and says "+4, does a 16 make it?" Then I have to say "no, and it looks like you made it worse. Now, do you want to figure out who is actually good at Skill x in your group?" I've taken to saying "don't roll yet but that will be a Skill x check." just to keep that one player from hosing the rest of the group.

Quote:
I'm ultimately less worried about those DCs and the group actually locating the relics. One of the relics is called out as being visible with a significant Perception check, but all three are described as visible with a detect magic spell. The second two (in the laser net and the vat) are not given another method to locate them.

When I ran it I changed the wording after the laser grids' successful Perception check from "once protecting something important" to "might be protecting something important" which immediately made my players break down the walls and search thoroughly. (And get zapped by lasers.)

Ditto for the one in the tank. Describing the "sludgy lump at the bottom" will have the experienced treasure hound searching for something in the tank. (Coincidentally making sure someone gets submerged in the tank.)

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On Radaszam my concern have had negative responses to NPC leaders in the past being less than helpful. While there are a lot of Starfinder adventures out there where an NPC joins for the mission, usually they are performing some critical function somewhere. Zigvigix is an exception to this, but has a clear note of his own injuries limiting his help.

Radaszam is, to my knowledge, healthy would be reasonable to not give anything concrete mechanical aid, but he doesn't seem to have any action in the Dead Reef. I don't need to have him relax while the party does go through some peril and possibly sees some deaths. For the full quote you gave:

Answer to the PCs asking: Are you planning to help us wrote:
Radaszam grins and strikes a heroic pose in a high-backed starship chair. "Of course I am!" he roars, laughing with delight. "Do you think I'd let the opportunity to go inside a colossus pass without getting my own claws a little dirty? I'll accompany you into New Valor and on the safari-I mean the trip!-to find the target tekenki. After that, you may be on your own. Depends on how hard it is to get into the belly of the colossus, know what I mean?"

That bombastic response does not seem to be reflected in his presence in the adventure and that is where the disconnect is and what I'm trying to account for running it. He is both super excited for this mission, while being willing to do nothing that he would need to make a check for.

Based on your suggestion, I'll just remove him from this section and just have him scout for colossi in the distance off map.

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The suggestion to move the suggestions of advanced computers to being part of the investigation on planet makes sense, especially with the lack of definite time frame. I'll do that rather than offer it in opening.

Kevin Willis wrote:
** spoiler omitted **

Spoiler:
I will admit I fall on the other side of that and am peeved when an adventure opens up those sort of skill traps that punish the party for characters attempting rolls. I don't think that is an issue here since all the devices are difficult to gain access rather than immediately at hand to attempt.

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I admit I find the sludge unusual as well because the duration of the penalty is based on Con modifier. This is more a neat way of describing the collisi's genesis. As written though, a +0 Con character isn't stopped by the sludge, while a high Con vanguard will be locked into place for several rounds. It doesn't end up mattering unless the group did this in the middle of a combat or during the escape sequence, the latter of which I'm in more control of, but it stood out to me.

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I'm going to try to respond to my players in their search and will likely offering less strict requirements aside the listed Perception checks if all of the active threats within the innards have been dealt with. Otherwise it possible the party would be needing to effectively attempt take 20 (by rolling the dice 20 times) on Perception checks throughout the innards which would likely make this encounter feel far less urgent. Having access to detect magic fixes that issue, but will not be an option for all parties.

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