| kaid |
Personally I'd just make up a number, one per pc doesn't feel right cuz not everyone will use them,
I am always pretty generous with consumables like this. If people like flinging grenades let them have a reasonable amount of them. Some parties just won't use them much others like tossing them around.
| Jason L. |
Also, I don't think I've missed anything yet, but we don't yet have listings for spells that are in the Scrap Rat Visionary's stat block, right?
- fabricate scrap
- junk armor
- junk shards
- junk grenade
- vigilant junkbot
I'm sure I can come up with something for them if I start playing this before those come out.
| Kevin H. |
Ok, one more: for the events on pages 34-36, do the Failure effects happen only when all PCs fail the checks, in addition to taking 4 hours to navigate to the next event, or if just one PC fails the checks? I'm leaning toward the former, but could be swayed to the latter.
Page 34- If one PC succeeds at the listed check, the group overcomes the obstacle in 4 hours. Decrease this time by 1 hour for each additional success (minimum 1 hour). If all the PCs fail, the group makes progress but must spend another 4 hours struggling through the terrain.
CanisDirus
Contributor
|
| 1 person marked this as a favorite. |
Hi, all, I'm sure I'll have more questions about this as we go, but first up:
On page 19, first full paragraph, it says that there is a "small cache of additional grenades" but doesn't indicate a number. Am I missing it, or any recommendations about how many (one per PC, perhaps)?
Thanks!
Personally, when I GM it, I'm going to run it as one additional grenade per rat.
CanisDirus
Contributor
|
Also, I don't think I've missed anything yet, but we don't yet have listings for spells that are in the Scrap Rat Visionary's stat block, right?
- fabricate scrap
- junk armor
- junk shards
- junk grenade
- vigilant junkbotI'm sure I can come up with something for them if I start playing this before those come out.
Personally, when I GM this, I'm going to use the following spells:
2nd inject nanobots, instant virus;
1st mending, supercharge weapon;
Cantrips (2nd) electric arc, recharge weapon, stumble
But that's just me.
| Jason L. |
Jason L. wrote:Ok, one more: for the events on pages 34-36, do the Failure effects happen only when all PCs fail the checks, in addition to taking 4 hours to navigate to the next event, or if just one PC fails the checks? I'm leaning toward the former, but could be swayed to the latter.Page 34- If one PC succeeds at the listed check, the group overcomes the obstacle in 4 hours. Decrease this time by 1 hour for each additional success (minimum 1 hour). If all the PCs fail, the group makes progress but must spend another 4 hours struggling through the terrain.
Gotcha, so you're reading this as "If everyone fails the party takes 4 hours + an additional 4 hours + the negative effects" ?
Or just "They all take the negative effects and it takes 4 hours to get past" ?
I'm guessing the latter, the former might kill them all. :D
| Jason L. |
Jason L. wrote:Also, I don't think I've missed anything yet, but we don't yet have listings for spells that are in the Scrap Rat Visionary's stat block, right?
- fabricate scrap
- junk armor
- junk shards
- junk grenade
- vigilant junkbotI'm sure I can come up with something for them if I start playing this before those come out.
Personally, when I GM this, I'm going to use the following spells:
2nd inject nanobots, instant virus;
1st mending, supercharge weapon;
Cantrips (2nd) electric arc, recharge weapon, stumbleBut that's just me.
This plus grenades info sounds good!
| Kevin H. |
Kevin H. wrote:Jason L. wrote:Ok, one more: for the events on pages 34-36, do the Failure effects happen only when all PCs fail the checks, in addition to taking 4 hours to navigate to the next event, or if just one PC fails the checks? I'm leaning toward the former, but could be swayed to the latter.Page 34- If one PC succeeds at the listed check, the group overcomes the obstacle in 4 hours. Decrease this time by 1 hour for each additional success (minimum 1 hour). If all the PCs fail, the group makes progress but must spend another 4 hours struggling through the terrain.Gotcha, so you're reading this as "If everyone fails the party takes 4 hours + an additional 4 hours + the negative effects" ?
Or just "They all take the negative effects and it takes 4 hours to get past" ?
I'm guessing the latter, the former might kill them all. :D
The first one, all fail = 4 hours + 4 hours + negative effects.
| Davelozzi |
Also, I don't think I've missed anything yet, but we don't yet have listings for spells that are in the Scrap Rat Visionary's stat block, right?
- fabricate scrap
- junk armor
- junk shards
- junk grenade
- vigilant junkbotI'm sure I can come up with something for them if I start playing this before those come out.
FYI, this was just answered on Reddit by someone from Foundry...
Those spells are a mistake. The Starfinder Anachronism module for Foundry has errata for this creature (and several others). Unfortunately I couldn't get the review of the PDF done in time to get it reported before printing, and I'll leave it to Paizo to state the full list of changes, but that creature had its spells removed and a couple abilities added to replace them
Edit: Now that I've got a moment I can post what the scrap rat has instead of spells.
Scrap Spray [two actions] The scrap rat visionary fires jagged junk shards at multiple enemies. All creatures in a 20-foot cone must attempt a DC 18 basic Reflex save save or take 3d6 piercing damage. On a critical failure, the creature is suppressed until the end of the scrap rat visionary's next turn.
and
Metal Sense [passive] A scrap rat visionary can sense metal objects within 30 feet as a precise sense, including items hidden by illusions such as invisibility.
CanisDirus
Contributor
|
Jason L. wrote:Also, I don't think I've missed anything yet, but we don't yet have listings for spells that are in the Scrap Rat Visionary's stat block, right?
- fabricate scrap
- junk armor
- junk shards
- junk grenade
- vigilant junkbotI'm sure I can come up with something for them if I start playing this before those come out.
FYI, this was just answered on Reddit by someone from Foundry...
tikael on Reddit wrote:Those spells are a mistake. The Starfinder Anachronism module for Foundry has errata for this creature (and several others). Unfortunately I couldn't get the review of the PDF done in time to get it reported before printing, and I'll leave it to Paizo to state the full list of changes, but that creature had its spells removed and a couple abilities added to replace them
Edit: Now that I've got a moment I can post what the scrap rat has instead of spells.
Scrap Spray [two actions] The scrap rat visionary fires jagged junk shards at multiple enemies. All creatures in a 20-foot cone must attempt a DC 18 basic Reflex save save or take 3d6 piercing damage. On a critical failure, the creature is suppressed until the end of the scrap rat visionary's next turn.
and
Metal Sense [passive] A scrap rat visionary can sense metal objects within 30 feet as a precise sense, including items hidden by illusions such as invisibility.
Unless that's coming from a Paizo employee or the author of the adventure (and I can tell you with 100% certainty that one of those two isn't true), I'd take that with a heavy dose of salt.
Jenny Jarzabski
Creative Manager
|
| 1 person marked this as a favorite. |
Hi, all, I'm sure I'll have more questions about this as we go, but first up:
On page 19, first full paragraph, it says that there is a "small cache of additional grenades" but doesn't indicate a number. Am I missing it, or any recommendations about how many (one per PC, perhaps)?
Thanks!
Oh shoot. The treasure in this is pretty generous, the number likely would have been 4 but it's up to you. Make it rain grenades. (Not really that sounds dangerous!)
Jenny Jarzabski
Creative Manager
|
| 1 person marked this as a favorite. |
CanisDirus wrote:This plus grenades info sounds good!Jason L. wrote:Also, I don't think I've missed anything yet, but we don't yet have listings for spells that are in the Scrap Rat Visionary's stat block, right?
- fabricate scrap
- junk armor
- junk shards
- junk grenade
- vigilant junkbotI'm sure I can come up with something for them if I start playing this before those come out.
Personally, when I GM this, I'm going to use the following spells:
2nd inject nanobots, instant virus;
1st mending, supercharge weapon;
Cantrips (2nd) electric arc, recharge weapon, stumbleBut that's just me.
I agree with CanisDirus on those substitutions. I have NO clue how that was missed. Some of those spells are coming out in a future book but that's a big ole oops and shouldn't appear in this book yet.
Jenny Jarzabski
Creative Manager
|
| 2 people marked this as a favorite. |
Hi everybody! I'm trying to keep an eye on this forum for now, but I'll be looking at doing a late errata pass for these issues at some point. The StarFriends are dealing with a long-term absence on our team right now, so please be patient about the slow errata pass and lack of timely responses on the forum. <3
| Davelozzi |
| 1 person marked this as a favorite. |
Unless that's coming from a Paizo employee or the author of the adventure (and I can tell you with 100% certainty that one of those two isn't true), I'd take that with a heavy dose of salt.
Fair enough, I did not connect your screen name to the name on the book, thanks for chiming in (and likewise to Jenny).
| Squark |
How does POW! Ammunition work? "A weapon loaded with POW! ammunition automatically attempts to Feint targets within its first range increment" doesn't make sense. Weapons don't have a deception modifier to feint with. And a 15 credit item that would give a free feint action before each strike (At range, which normally requires a feat) is so overpowered it runs straight into "to good to be true." The easiest way to run it I've thought of is, "You can attempt to feint at range by expending 1 ammunition with this weapon," which is still incredible for 15 credit ammunition.
| Xenocrat |
How does POW! Ammunition work? "A weapon loaded with POW! ammunition automatically attempts to Feint targets within its first range increment" doesn't make sense. Weapons don't have a deception modifier to feint with. And a 15 credit item that would give a free feint action before each strike (At range, which normally requires a feat) is so overpowered it runs straight into "to good to be true." The easiest way to run it I've thought of is, "You can attempt to feint at range by expending 1 ammunition with this weapon," which is still incredible for 15 credit ammunition.
I think you strike, get a free Feint (with your normal bonuses), and then get the benefit only then (after the first strike already resolved). So as a practical matter it's useful to try to get people offguard against your second (with MAP) attack unless you pull off a crit success and stick the offguard through the next turn.
"Targets" is interesting because I guess it also works for area/auto fire weapons that can use POW!. Attack multiple targets, do your followup strike against whoever you actually managed to get offguard.
| ckobbe |
I've been thinking about adding in Nova Rush, but right at the beginning as an in Media Res opening, and then doing a flashback to the Guilt of the Grave Worlds interview for any players that want to have that "background" and different flashbacks for any want a different background/origin story that doesn't really work for the interview. For them we would also work some sort of justification in for them continuing with the adventure, probably something like the interview flashback characters tell the non interviews that they are on the job and can get a cut/be hired.
| Arrrthritis |
Anyone know or have an estimate on how long this adventure is? I know it is very party dependent, but I am just looking for a ballpark guess. I want to run this with 3-4 hour sessions, just trying to figure out how many I need to plan for. Thanks!
I'd probably put it in the ballpark of 8-15 sessions, depending on how fast your group likes to take things. I'm currently running a guilt campaign and they're beginning chapter 3 on session 6 (having added a lot of padding).
| Kevin H. |
I've been thinking about adding in Nova Rush, but right at the beginning as an in Media Res opening, and then doing a flashback to the Guilt of the Grave Worlds interview for any players that want to have that "background" and different flashbacks for any want a different background/origin story that doesn't really work for the interview. For them we would also work some sort of justification in for them continuing with the adventure, probably something like the interview flashback characters tell the non interviews that they are on the job and can get a cut/be hired.
I'm doing something similar. During the interview Emmozie tells the party to tell the story of how they got the Nova Rush. Queue flashback of battle for Nova Rush.
| chessdan |
Has anyone noticed some odd items? Some items seem to be of wrong grade. I have been handling those case by case. Specifically, on page 63 in chapter 4, there is the potential for the party to acquire a "fixed point solarian crystal". I can't find a reference for this in SF2e, SF1e or the module. Does anyone know what it is? Thanks!
| TRDG |
I ran both of my SF II groups as flashback while sleeping in the Drift about how they all got on this mission, ran the interviews, (Man some had big problems getting in, LOL) Then they wake up to the sounds of alarms going off, but not in their bunks but in the escape pod and prisoners!! Ha Ha, worked out pretty well and both groups loved this starting out compared to other SF adventures.
Good times I have to say!!
Tom