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Summarizing discussion about the scenario from the Major Cons planning server (for Gen Con).
The following answers were provided by Alex Speidel, Paizo Organized Play and Convention Manager, and Jessica Catalan, Paizo Senior Developer.
Q: There are 2 Space Station flip-mats made by Paizo?
A: Yes. The newer one is the map used for this scenario.
Q: How do we apply the weak adjustment to a Raider, which is a level 0 creature?
A: Level 0 creatures are not listed on the weak adjustments HP chart, so you don't reduce their HP. All the other numbers will lower as noted in the other steps, but the HP remains at 20 for the raiders.
Q: When applying either adjustment to Shosodax, should the persistent bleed damage of his proboscis be changed?
A: No. It remains persistent bleed 1.
Driftbourne
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I'm assuming that on page 4 the the end of the Arrival section, where it says "If the PCs choose to investigate, proceed to Ichorwell Shuttle below. Otherwise, proceed to area A on page 6." That A is A1.
We played this on Halloween weekend, and since there are dead bodies in several rooms and blood streaks on the floors, I waited until the PCs got the distress call to give out hero points, which were little 2-inch plastic skulls I bought for hero points for Guilt of the Grave World. I figured handing out skulls after getting a distress call would help set the mood.
I liked how the piloting check had consequences. Sadly, Tadasi didn't survive despite all the PC trying to poilt, the last two both using compeditive spirit.
Had a lot of fun with this one. For the hazards in room A2, I made separate handouts, so none of the players knew what the other were seeing. This turned into some crazy role-playing.
I also made handouts for the Raising Tensions echo. Each card had a different direction, and I left out the direction leading to rooms A9 and A10 I triggered right when the PCs got to A9, but had only finished 1/2 the station. I was hoping to confuse the PCs, but I randomly drew South and Southwest, so unfortunately, the PCs don't really argue over which way it was coming from, but it worked great to get them to skip A9 and A10 for a while.
The station map looks really cool, but I figured it would mostly play out like a dongun crawl. I figured unlike most donguns in a labatory all the rooms would be labeled. I figured this would help when they talk to Tadasi RIP... or when they got to the security room and could see what all the rooms were.
Fun adventure, easy to run. Our game lasted around 3.5 to 3.75 hours. I think the extra time was mostly role playing.