It only logically works as a time-bound encounter. Problem 3) This is the biggest issue with the encounter. Rendell fears discovery in a tiny colony and feels the best course of action is to disguise himself as a foreign soldier where he doesn't speak Azlanti and stay where he is with the body of a dead soldier? He doesn't attempt to flee? He doesn't seek refuge with a friend? Problem 2) Rendell is an idiot, apparently, even if it's a panic-induced idiocy. Some context regarding Aibretta's opinion of Rendell such as "he's an idealist, he's not too bright", etc. Rendell isn't one of the colony's rebels. Problem 1) This comes on the heels of Aibretta having just informed the PCs that the bulk of the colony has been cowed by the Azlanti. Aibretta knows that an Aeon Guard cadet was sent to the storehouse and worries that Rendell might have attempted some ill-advised heroics. However, the structure of the encounter itself is even more problematic. The idiocy of a colonist dressing up as an Azlanti and then remaining in the storehouse is problematic on its own. While The Reach of Empire is excellent overall, this encounter doesn't rise above the bar. Storehouse Ruse is the most flawed encounter in Part 2. "Great, you guys just introduced Goblins to the Nakondis ecology!" Maybe I'll have some goblins show up later or maybe Hobgar/Goblin mixes. As soon as they land on Nakondis and exit their ship, I'm going to have two Goblins drop out of one of the landing gear bays and run off into the jungle. On a side note, I'm going to have a little fun with my players. Yes, there's a skill check to notice the odd behavior, but still I prefer not to force my players to roll checks like that unless they ask for it (I may have to do so this time). ![]() ![]() The guy has the helmet on, so they won't be able to instantly tell that he's not a cadet, he's got a weapon and seems to have just trashed the place. OK, what is the purpose of Mission E: Storehouse Ruse? So, the store clerk is dressed in the cadet's armor, examining his weapon and I know my PCs are going to see a lone cadet, in an enclosed space, and they're going to immediately take him out only to find out it is one of the settlers. I think that you don't need to level them up to 3 before the final encounter unless they are having trouble with the encounters leading up to her in the ship. Witchwyrd Envoy (Clever Feint w/melee flanking) ![]() That said, we were a coordinated group of no-nonsense beat stick level 1 PCs designed to roll combat encounters. The Solarian went down and I was injured, but we took her down the same round as that happened. Since you don't gain a level in SFS until after the entire AP, none of us had even hit 2 before the final encounter. We ran it Starfinder Society with a group of six level 1s. I already increased the amount of HP Sharu has but I'm looking for some other suggestions as well. I don't want them to die to being under leveled but I also don't want it to be a super easy fight for them also. I know there is normally a spike in power for the players once they hit level 3. Sekou wrote: I'm running a party of 5, wanted to know if everyone had their party at level 3 before the Sharu fight or did you all level them up once they were completely done with book 1.
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