SFS 04-02 Settling Accounts


GM Discussion


What is the range increment for the "Vine Snap" ability of the felivines? The stat block doesn't say.

5/5 5/55/55/5

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with atmospheric starship fights, i don't think the solition to SSCs problem where the pilot is the only one with interesting choices is to make it so the pilot can't move at all so everyone is equally choiceless.

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

In the Treasure area for Ruptured Hills on p. 13, a rock on the ground is mentioned to function as a "Major T-Quark Crystal" and points to p. 49 of the Armory. Major is not an option for T-Quark Crystals. Per the Armory, T-quark crystals are available in least, minor, lesser, standard, greater, and true varieties. WIth this being a low level range, should this be a least (level 2) or minor (level 5) T-Quark Crystal?

Dark Archive 4/5

Hmm, I'm running this next week and there are indeed some questions.

1. The Felivine Vine Snap attack is missing its range (also sounds like it should be a melee attack). I'll keep a default 30 ft. range increment to work with until corrected.

2. I assume the Fermawr's Frantic Grasp is a grapple check with a +12 (if it is the tentacles that do the grappling)? It is also not clear if it is three separate rolls or a single one. For now I'll assume it is three separate rolls at +12 until corrected.

3. As stated there is no such thing a Mayor T-Quark Crystal. As the tier of the item is described as a tier 5 item on the chronicle, I'm assuming it is a Minor T-Quark Crystal.

4. The absolute horror that is atmospheric starship fights aside, why does a predator that has evolved to live in AND hunt in said atmosphere take damage from moving through it? I know that full immunity would be unfair, but some resistance or capability to move more freely in it would make far more sense.

5. There seems to be a boon for those that have played the season 1 scenario with this particular character. Is this something I need to report in some sort of matter, or is it downloadable for all players and only usable if I make a note somewhere? I cannot download the boon to check because I haven't GM'ed/played it yet and I rather not make a reporting error.

Dark Archive 4/5

Upon further prepping this scenario I stumbled upon a pretty big oversight: a Spell Ampoule of Share Language does absolutely nothing...

Starfinder Core Rulebook pg. 222 wrote:
You can only use a spell ampoule on yourself or a willing or unconscious creature. Injecting yourself or a willing creature with a spell ampoule is a standard action, while injecting an unconscious creature is a full action. Spell amps take effect as if the spell had been cast upon the creature injected. When you are injected with a spell amp, you get to make any decisions about the spell’s effect as if you were the caster of the spell—you are both the effective target and the caster of the effect.

Which means that if a person takes/gets given an ampoule of Share Language, it can then choose up to three languages it knows and be capable of using said languages for 24 hours... Which they already could... meaning that this item is an absolute waste of 300 credits. I assume the idea was that it would work as a Spell Gem that anyone could use, but because Spell Ampoules state that you are both caster and receiver, it doesn't work as intended.

Which also brings me to another problem in the scenario: It is very conversation heavy, with the assumption that ALL PC's can communicate in some sort of way with these creatures that speak ONLY their own language. I saw that there is a Culture check somewhere to open up communication in a way, but a Culture check of 6 seconds does not allow anyone to understand a foreign language in its entirety for the day. I spotted a Mystic amongst the random inhabitants, might pull a Yesteryears Truth and have that mystic be capable of casting Share Language if I do not have players capable of communicating with the new species.

1/5 5/55/55/5 **

Not to mention that spell ampoule of share language is an illegal item. Divination spells cannot be made into spell amps.


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

I'm just putting this out there so I can stop thinking about it.

I don't get the relationship between the Starfinder Society and the Tamms.

I understand it from the Tamms' point of view. Their motivations make perfect sense to me. Envar is a doofus; Ilia strongly suspects the Society was behind the heist at her HQ, but has never been able to prove it, and nonetheless now, very begrudgingly, needs their expertise to find her doofus son.

But I really don't get the Starfinder Society's motivations in continuing to deal with Ilia and Envar.

In this scenario, the Society's previous dealings with Ilia Tamm and the Arch Energy Consortium (#1-07) are presented as having been a necessary evil, but mildly embarrassing; resulting in a relationship the Society, or at least Radaszam, now wants to patch up.

But here's the thing: The Society knows -- knows -- that the Arch Energy Consortium exists at least in part as a legitimate façade to facilitate meetings between the shadowy "Board of Directors." The Society knows that the "Board of Directors" launched an attempted massacre at Songbird Station just to snip off a compromised conspirator (one compromised by the heist in #1-07). They also know that the "Board of Directors" breached the Cortex's data vaults sometime prior to the Scoured Stars expedition, and Historia-7/Celita at least strongly suspected that they used that breach to delete files that might have warned the Society about major threats awaiting them in the system.

The late-game narrative pivot in the Year of the Thousand Bites obfuscated and complicated matters greatly, but up until that point the trail of evidence also led to Datch being a leading member of the "Board of Directors."

And Ilia Tamm knows her role. She guided Arch Energy Consortium to keep it from becoming too prominent (#1-07).

So, why does the Society want to mend fences with the unrepentant public facilitator of the "Board of Directors" conspirators who A) may have indirectly but purposefully gotten half the Society killed in the Scoured Stars, B) definitely tried to kill a huge number of innocent people at Songbird Station, C) may have worked for Datch, and since Datch seems to have just been a flunky or loose cannon herself, D) are still out there?

Envar isn't directly involved or likely even aware of any of this, so wanting to help him out is fine, though I'd argue that literally inviting him to the Lorespire Complex as the Society launched its final takedown against Datch (#3-00) was just as questionable.

5/5 5/55/55/5

Rhadazahm is probably hoping that if we can get her son back she'll either blab about the board, or at least stop helping them.

As for the last, it was probably a good way to make sure mom didn't have the place bombed or lasered from orbit. You could put the explosive anywhere, envar might be under it somewhere, somehow...


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

Hmmm. Yeah, that's good. If I ever run this I'll probably go with a take along those lines.

Dataphiles 5/55/55/5 Venture-Agent, Netherlands

Also, I'd like to add, the "Starship" Katura, has no PCU, yet has Shields. So there is no way of knowing how much Shield value is restoring with Engineering.


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

I can help with that one: General rule for starship creatures (Starship Operations Manual 129) is that they can use the divert engineer crew action to attempt to regain a number of Shield Points equal to 1-1/2 x their tier. So, 3 SP for the Tier 2 Katura or 6 SP for the Tier 4.

Scarab Sages 4/5 5/5 *** Venture-Captain, Isles—Online

the (3-4) felvines CR2 winding vines ability DC should be 11 (not 9 as shown)

The Exchange 4/5 5/55/5 *

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I've been tinkering with some custom minis for this scenario, Settling Accounts is so full of ideas within it to jump off the page and bring to life.

proto fermawr

proto felivines

finished felivines

finished fermawr

finished fermawr

finished fermawr

2/5

Please forgive the thread necro, but I'm running this in a few days.

I will be assuming that the solarion crystal is supposed to be the minor version, as that's level 5, which matches the Chronicle sheet.

And speaking of the Chronicle sheet, only three of the nine items listed there appear anywhere in the scenario. I suspect that the others were copied in error from another scenario's Chronicle?

The fermawr's tentacle lash attack and frantic grasp becomes more problematic the longer I look at it. This creature has neither grab nor multiattack, but both seem necessary to make its concept work. If it's supposed to have the grab universal monster rule, then it grapples if it hits KAC+4, or pins if hits KAC+13. If it is supposed to have multiattack, then that would be at a -6 for all attacks. But full attack is a full action, so it wouldn't get a swift action that round. And since grapples must be maintained with new checks each round, it can't make its swift action bite against a grappled target unless it only makes a single standard-action attack. I suppose Cleave gives the potential for two grapples from a single standard action, but I can't see a way to get three grapples and a bite in one round unless the bite is simply rolled into a multiattack.

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