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Pathfinder Adventure Path Subscriber. * Starfinder Society GM. 77 posts. 2 reviews. No lists. No wishlists. 5 Organized Play characters.



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5 Stars for 4 Great Quests

5/5

So I got to GM the first set of quests and the scenario "The Commencement" for a lot of players that are new to Starfinder, and first things first is I think that "Dreaming of the Future" easily stacks up to those for new players as far as fun and goes.

From the point of view as a GM that will probably replay these quests multiple times it is very fun and enjoy that the majority of these can be done in any order. I think that they are very fun and fast scenarios, and the art is amazing to boot. No spoilers but the portraits are great additions to art for some species we haven't seen too much of yet, and the monster in part 4 is amazing.

As a GM I think this is one of the best scenarios out so far, and I can't wait to take 6 players through it this weekend.


Book 2: Starfinder Indiana Jones and the Temple of the 12

5/5

Starting with a seamless transition from "Incident at Absalom Station" John Compton starts this adventure off by tying up some loose threads from that book. Players here will probably be ready for a bit of relaxation after exploring the Drift rock, and mirroring the introduction of the first book we get a battle to start, and then a good amount of Role-playing and Investigations, with a great change of setting. The strange and interesting Qabarat University and Castrovel makes for a fun locale and very different from Absalom, and I think players will get into the beginning of book 2 in a big way.

The expedition part of Chapter 2 is where it feels like book 2 is really going to take off. The setting here feels very similar to many Fantasy treks over open terrain, and for an intrepid GM I think it will have a lot of opportunities to make Castrovel really come to life. The additional chapter in the back of the book (by Compton + James Sutter) about the Castrovel can really help this section shine as the first big alien planet that players get to explore in the AP.

The enemies in this book, particularly the named baddies from the Cult of the Devourer, all feel threatening, fleshed out, and pop up at great places in the story. I think with a little more GM foreshadowing that the Cult will make a great 'BBEG' (Big Bad Evil Guy) for the rest of the AP. Certainly the chapter devoted to their organization is one of the best parts of this book, as Owen KC Stephens give GM's some great tools to upgrade enemies and deepens the lore for the Cult.

As a GM, I think my overall impression of Book 2 is positive, and if you and your players liked Book 1 then you will love TotT. There is a lot of new things added into this book for GM's whose players burned through Book 1, that will allow to to take it slow and draw out a very fun exploration section. The enemies are dangerous, but I feel will be a little more balanced than some of the encounters in Book 1, as players will be more comfortable with their level 3 and 4 PCs taking on Large monsters and terrifying Cultists. That being said I think that the way this adventure is laid out that it is very friendly for new GMs and players, and draws on a lot of familiar rules to move the story along for them.

I had very high expectations for this book as Book 1 is one of my favorite Paizo Adventure Path starts. Part of those expectations were based on the amazing setting, and I think Book 2 does a great job in expanding the universe for Starfinder as a whole. I am excited to see how GM's play it, and can't wait to post our play-through online. If the subsequent books 3-6 are as good as the first 2 then Dead Suns will be as cherished and long-lived as Rise of the Runelords.