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Starfinder Society Roleplaying Guild Scenario #1-04: Cries From the Drift PDF

****( ) (based on 9 ratings)

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A Starfinder Society Scenario designed for levels 1-4.

A missing Starfinder ship's distress signal would have gone unnoticed were it not for a passerby detecting it and selling the information to the Society. The PCs are to travel to the crippled starship, and once aboard, reach the bridge in order to piece together the tragic story of the vessel's lost crew. Only by unraveling the mysteries of the drifting starship can the PCs hope to uncover information critical to the Exo-Guardians future operations.

Content in Cries From the Drift also contributes to the ongoing goals of the Exo-Guardians faction.

Written by Joe Pasini.

Starfinder Society Scenario Tags: Faction (Exo-Guardians), Starship

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PZOSFS0104E


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Product Reviews (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

****( ) (based on 9 ratings)

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Space Horror!

*****

A fun beginning, and another interesting and original space combat, before you step into a great creepy scary Space Horror situation (with a lot of emotions and feelings for the victims).
A great scenario.

re. certain things said below about combat being too lethal, and possible TPKs.
My feeling is that a lot of those reactions are due to the difference between PFS and SFS. SFS hits a lot harder, and does damage, and is more brutal... but you can heal up at least partially and move on.

Scary strong enemies are great... especially when the TPKs are only possible: the challenges make for good memories.


Good Module - Fun Horror - Bad Balance

**( )( )( )

The Horror is great fun, but there are big issues with how it's formated

1) Any item that can be used by a player in loot please make bold
2) revisit mobs some are rediculas

Spoiler:
the incorporal ghost plus the storm meant my solarian never landed a punch

3) The scenario was railroading us - it was literally do things in this order, do this then this then this - no fun there.
4) TPK highly probable due to how you have built the mobbs and fights
Spoiler:
The final boss has a +12 to hit - come on that harsh, I have an AC of 16 my friend AC 17 - thats high and yet he was hitting us no problems, with a fort save every time.

The Storm plus incorporial on Captains quarters - meant our damage dealers could not deal damage

all in all fun but needs major editing - hence 2 stars

oh and the secondary successes - rediculas to try and get especially the android stuff.


Lovely creepy adventure

*****

Played this and GM'd it in Tier 1-2.

Player:
I spent the entire time expecting one thing, only to have the scenario surprise me by going against my expectations. I loved the creepy vibe of the investigation and felt the combats were well designed.

GM:
Please, please, please include tactics for starship combat roles like this in every scenario. As the GM having to run all of the starship roles, this little bit of guidance is hugely helpful.

Spoiler:
The whole scenario seems like a setup for an encounter with an Aliens style xenomorph, only to have the rug pulled from under you when it's actually an undead. Then, once you think you have it figured out, the Xorn is another twist. I appreciate the author's inclusion of the force batons as most 1-2 characters are unlikely to have a weapon fusion yet. That said, a Technomancer with magic missile will be the MVP in the drift dead fight.

I look forward to discovering future info on the Bulwark.


Superb spooky space scenario!

****( )

From my experiences as a player on roll20 and running at my local gaming shop...

I really enjoyed Cries from the Drift. Some details (and some minor spoilers) below.

First, the story. I thought the atmosphere for the scenario was great, with PCs exploring an "abandoned" ship as a strange storm approaches, dim lights flickering... all in all excellent execution.

Second, the game play. This was my group's favorite starship combat yet. It might be that we're getting more experienced with the medium, but a one vs. one fight with an interesting environmental twist kept everybody engaged and thinking. Once everybody got to the ship the story was engaging, and the PCs were totally in the dark about the second half of what had gone on until the very end.

Last, some minor gripes that kept this from being a 5/5 for me.

Starship combat:

Spoiler:
First, in the starship combat, the given the rules of the “honorable” duel the PCs (who, to their credit, kept winning piloting checks) would just position their ship so the Honorbound was always firing into their rear arc. Rather than break his own rules, I had the Honorbound refuse to fire, which led to the PCs never being in any real danger once they figured out that trick to the combat.

On the ship:

Spoiler:
Second, regarding the doors on the ship, the PCs (naturally) wanted to pick the lock into area B6 where the spooky undead was. The scenario didn’t give the door stats or give any DC for opening the lock other than via the plot device (aka the key card in B9). At one point one of my players said “this feels like a video game where you can only do everything in a certain order”. Additionally, when trying to get to the bridge, the PCs were planning on having one member of the party stay back in B7 and switch out the one battery they got from B3 to open the door from B9 to B10 – and thus bypass the entire final combat with the undead if they had wanted to after they recovered the log (they went out of a sense of completionism, which is good because it netted them the scenario’s secondary objective).

All in all a very good scenario, especially the starship combat and flavor, but there were just a few weird things on the ship that didn’t quite add up. Still very good and highly recommended!


Very good horror spaceship crawl.

*****

Ran this yesterday for a party of 5.

The initial RP encounter was augmented by playing some J-pop and the players enjoyed Zigvigix immensely.

The spaceship combat still drags and I'm not sure whether it's our lack of experience or the rules being too clunky. But everybody loved the unusual opponent and RP opportunities.

The exploration part was spooky, creepy and just long enough to wrap it all up during one evening. The fights were tough but manageable. Some really nice touches in form of room dressing and treasure.

Overall, a very good module.


1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

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