paizo.com Recent Reviews of Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)paizo.com Recent Reviews of Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)2024-01-19T21:58:15Z2024-01-19T21:58:15ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Buy this even if you don't want to run Dead Suns (5 stars)Leon Aquillahttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2021-09-30T17:22:40Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>I think this is the best AP of the 6-part group. It's actually in another star system, with a setting that's bizarre and alien (a floating island in a gas giant calm zone), has a "town" you can visit, and even has other areas to putz around in if you want a sidequest or three. </p>
<p>This is the AP where I think Starfinder began to really hit its stride.</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>I think this is the best AP of the 6-part group. It's actually in another star system, with a setting that's bizarre and alien (a floating island in a gas giant calm zone), has a "town" you can visit, and even has other areas to putz around in if you want a sidequest or three. </p>
<p>This is the AP where I think Starfinder began to really hit its stride.</p>Leon Aquilla2021-09-30T17:22:40ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Still on Rails, But Solid Adventure (4 stars)Jhaemanhttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2021-07-18T12:23:43Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p><b>NO SPOILERS</b></p>
<p>Let’s talk about Chapter 4 of <i>Dead Suns</i>, <b><i>The Ruined Clouds</b></i>. I played through this chapter mostly with my axe-wielding Salvation’s End dwarf soldier Kazmuk until he died partway through and I switched to my S.R.O. mechanic for the rest of the campaign. I think this chapter features some solid world-building, but it continues the heavy rail-roading so problematic in previous chapters—every group must go through the plot in almost the exact same way as every other group does, or the whole AP falls apart. Anyway, the rest of this non-spoilerly section of the review will talk about the covers and back-matter.</p>
<p>The cover art is pretty cool, with an imposing, original-looking alien in the foreground and some kind of crazy battle scene in the background. The inside front cover and inside back cover provide the stats, description, and interior layout of a new Tier 6 starship design, a Klokworx Prism. The ship is a mysterious scout ship of Azlanti Star Empire design and features some cool quantum torpedos. It has a •huge• interior for a crew complement of just two, continuing the Starfinder trend of not really understanding dimensions for believable vessels in relation to size and intended function.</p>
<p>Back matter includes a one-page “Codex of Worlds” entry on Nejeor VI, a gas giant somewhere in The Vast that features ancient floating cities that have largely fallen into ruin. It’s a classic SF concept, and one can imagine groups getting a lot of mileage out of jumping to different cities and exploring. </p>
<p>The short entry on Nejeor VI is complemented by an eight-page entry on Istamak, a particular floating city on Nejeor VI. Istamak was once a metropolis colony of the highly-advanced alien empire of the kishalee, but the city fell into decline as the empire did. Now, less than 10,000 descendants of the empire dwell in Istamak, knowing their great past only through legend and myth. With no understanding of their ancestors’ technology, the current inhabitants (called kish) have resorted to hunting and gathering to survive. Again, a classic SF concept, but everything is fleshed out nicely with an interesting backstory—though perhaps it all comes across as too earth-like (with old amusement parks, stadiums, restaurants, etc.) The entry provides an overview of the city’s history, current society, conflicts, and notable locations. There’s also a couple of pages on kish weapons and armor (all archaic, but still potentially deadly!) and some new magic items. It’s a bit weird to see listings for prices (and levels) for apparently ancient alien technology in a place so far removed from any store, but I guess it’s a necessity for the game.</p>
<p>Another entry in the back matter is on The Drift, and it’s extremely useful. It talks in greater detail than the Core Rulebook about how locations pulled into The Drift maintain their native properties, why ships that enter The Drift at the same time and from the same place can have vastly different journeys, why planets can’t simply secure Drift vectors from attack, and much more. I like the little mention of The Moored, activists who refuse to use The Drift because of the consequences of it eating up bits and pieces of various planes every time a ship enters it (I can envision a good story set around them). The entry includes a great list of notable locations in The Drift, which is a real boon for GMs looking to spice up a long journey with what could be a random encounter or a full-fledged side trek. The entry also spends a few pages on Alluvion, home of the tri-part god Triune. It sounds really cool, and I’d love to see an adventure that takes the PCs to it.</p>
<p>Seven new monsters are introduced in the Alien Archives section. First up is “acrochors”, which are essentially just constrictor snakes. I honestly don’t see why they were introduced, even if they have a little flavour tied to Nejeor VI. However, “atrocites” are much cooler—they’re agents of the Devourer and often assist cultists in carrying out special missions. I really like the connection to the entry on the Cult of the Devourer in the back matter of Chapter Two, and they have a creepy look and some cool abilities. The third monster we get are “eohis”—basically, wolves. Meh. “Kish” are written up as a playable race, and the bonus feat at level 1 could make them attractive to players. I really like idea of “living holograms”, a sort of tech-ghost tethered to their projectors. One can imagine a lot of story possibilities here. “Rebuilt” fill a good role as creepy, mindless monsters that aren’t undead, and the included template allows them to be easily customised for any setting. Last up are “writher swarms”, which is a plant swarm that just isn’t very interesting. So overall, we get a few good ones and a few not-so-good ones.</p>
<p>Now, on to the adventure.</p>
<p>[Spoiler omitted]</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p><b>NO SPOILERS</b></p>
<p>Let’s talk about Chapter 4 of <i>Dead Suns</i>, <b><i>The Ruined Clouds</b></i>. I played through this chapter mostly with my axe-wielding Salvation’s End dwarf soldier Kazmuk until he died partway through and I switched to my S.R.O. mechanic for the rest of the campaign. I think this chapter features some solid world-building, but it continues the heavy rail-roading so problematic in previous chapters—every group must go through the plot in almost the exact same way as every other group does, or the whole AP falls apart. Anyway, the rest of this non-spoilerly section of the review will talk about the covers and back-matter.</p>
<p>The cover art is pretty cool, with an imposing, original-looking alien in the foreground and some kind of crazy battle scene in the background. The inside front cover and inside back cover provide the stats, description, and interior layout of a new Tier 6 starship design, a Klokworx Prism. The ship is a mysterious scout ship of Azlanti Star Empire design and features some cool quantum torpedos. It has a •huge• interior for a crew complement of just two, continuing the Starfinder trend of not really understanding dimensions for believable vessels in relation to size and intended function.</p>
<p>Back matter includes a one-page “Codex of Worlds” entry on Nejeor VI, a gas giant somewhere in The Vast that features ancient floating cities that have largely fallen into ruin. It’s a classic SF concept, and one can imagine groups getting a lot of mileage out of jumping to different cities and exploring. </p>
<p>The short entry on Nejeor VI is complemented by an eight-page entry on Istamak, a particular floating city on Nejeor VI. Istamak was once a metropolis colony of the highly-advanced alien empire of the kishalee, but the city fell into decline as the empire did. Now, less than 10,000 descendants of the empire dwell in Istamak, knowing their great past only through legend and myth. With no understanding of their ancestors’ technology, the current inhabitants (called kish) have resorted to hunting and gathering to survive. Again, a classic SF concept, but everything is fleshed out nicely with an interesting backstory—though perhaps it all comes across as too earth-like (with old amusement parks, stadiums, restaurants, etc.) The entry provides an overview of the city’s history, current society, conflicts, and notable locations. There’s also a couple of pages on kish weapons and armor (all archaic, but still potentially deadly!) and some new magic items. It’s a bit weird to see listings for prices (and levels) for apparently ancient alien technology in a place so far removed from any store, but I guess it’s a necessity for the game.</p>
<p>Another entry in the back matter is on The Drift, and it’s extremely useful. It talks in greater detail than the Core Rulebook about how locations pulled into The Drift maintain their native properties, why ships that enter The Drift at the same time and from the same place can have vastly different journeys, why planets can’t simply secure Drift vectors from attack, and much more. I like the little mention of The Moored, activists who refuse to use The Drift because of the consequences of it eating up bits and pieces of various planes every time a ship enters it (I can envision a good story set around them). The entry includes a great list of notable locations in The Drift, which is a real boon for GMs looking to spice up a long journey with what could be a random encounter or a full-fledged side trek. The entry also spends a few pages on Alluvion, home of the tri-part god Triune. It sounds really cool, and I’d love to see an adventure that takes the PCs to it.</p>
<p>Seven new monsters are introduced in the Alien Archives section. First up is “acrochors”, which are essentially just constrictor snakes. I honestly don’t see why they were introduced, even if they have a little flavour tied to Nejeor VI. However, “atrocites” are much cooler—they’re agents of the Devourer and often assist cultists in carrying out special missions. I really like the connection to the entry on the Cult of the Devourer in the back matter of Chapter Two, and they have a creepy look and some cool abilities. The third monster we get are “eohis”—basically, wolves. Meh. “Kish” are written up as a playable race, and the bonus feat at level 1 could make them attractive to players. I really like idea of “living holograms”, a sort of tech-ghost tethered to their projectors. One can imagine a lot of story possibilities here. “Rebuilt” fill a good role as creepy, mindless monsters that aren’t undead, and the included template allows them to be easily customised for any setting. Last up are “writher swarms”, which is a plant swarm that just isn’t very interesting. So overall, we get a few good ones and a few not-so-good ones.</p>
<p>Now, on to the adventure.</p>
<p>[Spoiler omitted]</p>Jhaeman2021-07-18T12:23:43ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Best one out of four build up books (4 stars)CorvusMaskhttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2021-02-01T10:59:16Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>Closer we get to final book, better my memory works as more recent the run :D</p>
<p>Well anyway, I think players quite enjoyed the book, though they did lot of jokes about Starfinder Society once again intervening in local politics(doesn't help that its not super clear to them how or why Huntmaster Xavra is supposedly evil or bad :D)</p>
<p>My personal pet peeve with the book is that besides it being another "follow the clues!" book and it being unclear to players what they want to do(that being "the devourers got SOMETHING from here, so let's figure out what they found out that is probably in the Temple Found because apparently they left after breaking in"), it does silly Temple Found/Foundry translation shenanigans(from Kishalee to Common/English ;P) and that as first new alien civilization of entire starfinder, this first contact mission doesn't feel so alien. Like yeah Kish have whole post apocalyptic thing going on, but nothing of the ruin sticks out as strange or alien or new. (doesn't help that art for certain chamber uses cross symbol which is apparently universal symbol of healing now ;D ) It doesn't help the familiarity issue that friendly group you meet are recent converts to a Kasatha deity worshiped in Pact Worlds :D</p>
<p>That said it does help to run this after lot of society scenarios with meeting more strange civilizations and I do actually like Kishalee whole lot more than Kish because of how ridiculously advanced Kishalee are and I want to know more about what their government was like and other details I hope we come back to some day. I think I might have liked Kish more if there was space for more interaction with the hostile kish faction in the book, space in book only allows for brief interactions with the newer community.</p>
<p>Also great thing about the book: Even with corrected AC values, Huntmaster Xavra was first boss in entire campaign so far to really challenge my five PC party ;D So they ended up making an impression</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>Closer we get to final book, better my memory works as more recent the run :D</p>
<p>Well anyway, I think players quite enjoyed the book, though they did lot of jokes about Starfinder Society once again intervening in local politics(doesn't help that its not super clear to them how or why Huntmaster Xavra is supposedly evil or bad :D)</p>
<p>My personal pet peeve with the book is that besides it being another "follow the clues!" book and it being unclear to players what they want to do(that being "the devourers got SOMETHING from here, so let's figure out what they found out that is probably in the Temple Found because apparently they left after breaking in"), it does silly Temple Found/Foundry translation shenanigans(from Kishalee to Common/English ;P) and that as first new alien civilization of entire starfinder, this first contact mission doesn't feel so alien. Like yeah Kish have whole post apocalyptic thing going on, but nothing of the ruin sticks out as strange or alien or new. (doesn't help that art for certain chamber uses cross symbol which is apparently universal symbol of healing now ;D ) It doesn't help the familiarity issue that friendly group you meet are recent converts to a Kasatha deity worshiped in Pact Worlds :D</p>
<p>That said it does help to run this after lot of society scenarios with meeting more strange civilizations and I do actually like Kishalee whole lot more than Kish because of how ridiculously advanced Kishalee are and I want to know more about what their government was like and other details I hope we come back to some day. I think I might have liked Kish more if there was space for more interaction with the hostile kish faction in the book, space in book only allows for brief interactions with the newer community.</p>
<p>Also great thing about the book: Even with corrected AC values, Huntmaster Xavra was first boss in entire campaign so far to really challenge my five PC party ;D So they ended up making an impression</p>CorvusMask2021-02-01T10:59:16ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): They were just like us! (3 stars)Cellionhttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2020-10-19T19:52:10Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>The Ruined Clouds continues the Dead Suns AP into its latter half, where the PCs are hot on the trail of cultists looking for a <s>Death Star</s> Mysterious Ancient Superweapon. To that end, the PCs head for a planet out in the Vast that once belonged to a galactic superpower that has long since met its downfall. The remnants of its people are tribes living within the crumbling ruins of one of its cities. Its an evocative concept for certain, but the adventure's actual contents prove much more mundane in scope and execution.</p>
<p>[Spoiler omitted]
<br />
[Spoiler omitted]</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>The Ruined Clouds continues the Dead Suns AP into its latter half, where the PCs are hot on the trail of cultists looking for a <s>Death Star</s> Mysterious Ancient Superweapon. To that end, the PCs head for a planet out in the Vast that once belonged to a galactic superpower that has long since met its downfall. The remnants of its people are tribes living within the crumbling ruins of one of its cities. Its an evocative concept for certain, but the adventure's actual contents prove much more mundane in scope and execution.</p>
<p>[Spoiler omitted]
<br />
[Spoiler omitted]</p>Cellion2020-10-19T19:52:10ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Great module (5 stars)Tazerahttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2019-10-27T00:16:58Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>This is a great module, why the second one didn't offer a map to discover with encounters and locations like this one, would remain a mystery. Perfect module in a truly alien world.</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>This is a great module, why the second one didn't offer a map to discover with encounters and locations like this one, would remain a mystery. Perfect module in a truly alien world.</p>Tazera2019-10-27T00:16:58ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Space Races! (5 stars)Eric Collins - Francehttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2019-06-14T21:10:57Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>I loved this book!
<br />
A great adventure, discovering a super alien race, in a great way, with a very rich history and background.
<br />
Really wonderful!</p>
<p>So much so that we all ditched our characters and made Kish to continue onto book 5.</p>
<p>Did I say that I loved this book!</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>I loved this book!
<br />
A great adventure, discovering a super alien race, in a great way, with a very rich history and background.
<br />
Really wonderful!</p>
<p>So much so that we all ditched our characters and made Kish to continue onto book 5.</p>
<p>Did I say that I loved this book!</p>Eric Collins - France2019-06-14T21:10:57ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): The best part of Fallout games in a table top (5 stars)ComicViolencehttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2018-12-13T19:44:43Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>This adventure is great! It is a solid Starfinder adventure that takes the humor of the Fallout games and combines it with the heroics of Cloud City. Not only are there a number of times where the PCs get to do genuinely heroic things, they will also be laughing while doing them.</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>This adventure is great! It is a solid Starfinder adventure that takes the humor of the Fallout games and combines it with the heroics of Cloud City. Not only are there a number of times where the PCs get to do genuinely heroic things, they will also be laughing while doing them.</p>ComicViolence2018-12-13T19:44:43ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Great location (5 stars)GeneticDrifthttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2018-10-27T03:39:49Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>The location is great. Ruined modern like cities with creepy lingering tech from the far past.</p>
<p>It is probably good to allow the pcs to out think the random encounters or evade them with a few skill checks. I had a xenodruid PC in my game who could talk with animals, which was fun.</p>
<p>Watchout for the misprinted and very high ACs on the final npcs.the forum threat has the corrections.</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>The location is great. Ruined modern like cities with creepy lingering tech from the far past.</p>
<p>It is probably good to allow the pcs to out think the random encounters or evade them with a few skill checks. I had a xenodruid PC in my game who could talk with animals, which was fun.</p>
<p>Watchout for the misprinted and very high ACs on the final npcs.the forum threat has the corrections.</p>GeneticDrift2018-10-27T03:39:49ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Good Lore, Poor Gameplay (3 stars)Rivahn Monadornhttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2018-10-15T20:33:01Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>The lore provided for this module is fantastic, and made me very excited to run it.</p>
<p>In practice, it turned into chore after chore for my players, although smooth to run, with an incredibly interesting backdrop. Sadly, it feels like a scenario that was extended past its welcome, with random encounters to boot.</p>
<p>One of my players summed it up rather nicely as I described the backstory: "All we see is the wreckage."</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>The lore provided for this module is fantastic, and made me very excited to run it.</p>
<p>In practice, it turned into chore after chore for my players, although smooth to run, with an incredibly interesting backdrop. Sadly, it feels like a scenario that was extended past its welcome, with random encounters to boot.</p>
<p>One of my players summed it up rather nicely as I described the backstory: "All we see is the wreckage."</p>Rivahn Monadorn2018-10-15T20:33:01ZStarfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6): Get The Drift! (5 stars)captain yesterdayhttps://paizo.com/products/btpy9zkj?Starfinder-Adventure-Path-4-The-Ruined-Clouds2018-03-03T18:02:40Z<p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>This book is worth the price just with the article answering all your Drift questions and the starship on the inside front and back covers.</p>
<p>Also there's an adventure, a cloud giant (a planet, not an actual giant), and a bunch of beasties ready to maul your player characters. </p>
<p>But really, all you need is the drift.</p><p><b>Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)</b></p><p>This book is worth the price just with the article answering all your Drift questions and the starship on the inside front and back covers.</p>
<p>Also there's an adventure, a cloud giant (a planet, not an actual giant), and a bunch of beasties ready to maul your player characters. </p>
<p>But really, all you need is the drift.</p>captain yesterday2018-03-03T18:02:40Z