Pathfinder Starfinder Roleplaying Game Subscriber. Venture-Agent, Minnesota—St. Louis Park 3,443 posts (13,929 including aliases). 7 reviews. 4 lists. No wishlists. 33 Organized Play characters. 17 aliases.
I have GMed this multiple times and played it once.
I would recommend you play this under a GM that focuses on story and is comfortable filling in the details as you go. There are some very fun role-play situations possible, and characters are encouraged to come up with their own infiltration job descriptions. Every time I've GMed it, at least one character has taken advantage of that opportunity.
As a GM, it is a lot of fun as you get to see how different groups approach the situation. Unfortunately, it also takes quite a bit of preparation in order to run it cleanly. You can find the materials that a friend and I put together here.
I do think that the mooks on the last fight for low tier are a little bit too much of a challenge for that tier because of their high AC. Some groups will have no problems, others will suffer from flurry of misses. The boss is actually quite a bit easier to take down than the mooks.
If you are the type of GM that likes to be a jerk, stacking the deck against the PCs and then increasing the penalty for failure, then you've found your scenario.
As other reviewers have mentioned, the NPCs use picks. On a confirmed crit, it is highly likely that a PC will die.
The strategy used on the end fight also gives double the normal penalty.
will cast Animate Dead on anyone who dies. This is bad for two reasons. First it can cause a cascade failure since it turns an ally into an enemy. That greatly increases the chance of a total party kill. Secondly, it means you need to pay for a resurrection if you want the fallen back -- which costs a little more than twice as much.
If you like to be immersed in the plot, you are likely to have problems with this scenario.
You are given a mission and sail on a boat for a couple of months. Getting to a lodge, you then are given your mission. It is at that point that you first find out who all is on the crew of the ship you've been sailing on and who the captain is. This immediately broke my suspension of belief and soured the adventure for me.
It really needed to either allow an opportunity to interact during the first part of the voyage (preferred solution) or had you switch ships.
The transitions were a bit clunky and the mechanics for a sudden emergency didn't really work for me. The battles themselves seemed alright.
After the game the GM revealed some of the other details of the scenario. It felt to me like there really weren't enough clues for some of this.
If you want a good mystery/investigation, look for a different scenario.
It is more like 4.9 stars, the way that you resolve the very end is clunky. That is the only minor complaint I had with the plot.
I had a lot of fun running through this scenario and would highly recommend it to others. It rewards creative thinking and quick improvisation. The pacing is good and there is a reason you have to do the job right then.
I can't speak to how difficult the battles were because when I played it we had on person running a bone oracle at the table that was out of tier and dominated every battle. I believe they were all of an appropriate challenge level, but can't be certain.
This is a scenario that I highly recommend others play.
There was a fair amount of rail-roading causing at least one transition to not work well. Basically the group came up with the same solution that the scenario presents later. That said, I did enjoy the investigation portion of the plot. It is the transitions that felt really clunky. It needed a better way of allowing multiple paths to reach the end.
The ending battle can be really tough, make sure you consider the terrain.