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Sign in to create or edit a product review. ![]() Starfinder Adventure Path #16: The Blind City (Dawn of Flame 4 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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Dark and Light and a Muddled Story![]() ![]() ![]() ![]() ![]() In The Blind City, the PCs have just returned from a mysterious and enigmatic intrastellar location with (likely) more questions than answers. They've also come back with a mysterious tablet inscribed with multi-dimensional living Aklo script. It's more than a little creepy. Over the course of the adventure they learn more about the tablet and journey to the prison of an ancient eldritch entity to... explore? loot it for all its worth? go there just because they can? All told, this adventure has some really interesting concepts, but it suffers from two critical problems: one is that the story is confusing and rather odd in its motivations and conclusions, and two is that the contents are surprisingly rote and video-gamey in their structure. It also suffers from the problem most of the Dawn of Flame books have had - the larger plot of the AP is nowhere to be found, leaving this book to entertain and entice on its own merits. Although there's some fun to be had here, personally, I found it very flawed. Despite my best efforts to present things as clearly and engagingly as I could, my players started dragging their feet. It just wasn't hooking them in the same way as other adventures. I'd skip this one in the future. The Good:
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![]() Starfinder Adventure Path #6: Empire of Bones (Dead Suns 6 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99 Non-Mint Unavailable With more rails than a Grav Train and more explosions than a Bay film.![]() ![]() ![]() ![]() ![]() In the conclusion to the Dead Suns AP, Empire of Bones, the PCs are off to stop the Corpse Fleet from seizing the Overall, it's one of the stronger books of the Dead Suns AP on virtue of its set pieces and encounters, but there's so much more it could have been. The Good:
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![]() Starfinder Adventure Path #15: Sun Divers (Dawn of Flame 3 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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Diving to the Core![]() ![]() ![]() ![]() ![]() Sun Divers continues the Dawn of Flame adventure path into its 3rd installment, finally bringing the heroes deep into the interior of the sun itself to see the strange and wonderful things hiding within! Criminal cartels! Ancient aliens! Robotic life! Sun Divers is a strange volume for this AP. At the conclusion of the previous volume, the PCs gained a vague name-drop and some coordinates to an intra-stellar location. Here, the PCs follow up on that loose lead, only to get an even looser one to another location at the end. It's an adventure that - as written - really requires PCs that are passionate about exploring the Sun for its own merits rather than any other reason, and the tie in to the greater plot at large is awkwardly light. This is an adventure full of cool set-pieces, evocative locations, some very neat encounters, and some actually fascinating world-building that the players get to experience close up. On the other hand, it has noticeable mechanical clunkiness, unexplained (even to the GM) mysteries, and a weak (almost non-existent) tie in to the larger plot of the AP. There's still a lot to like here, but it would benefit greatly from some GM polish before being run. In some ways, its almost the opposite of Book 2 of this same AP. Where book 2 was tidily written with solid mechanics, it lacked a certain WOW factor that this adventure has in spades. Overall, the problems here are fixable - the most challenging of which is probably improving its integration into the larger plot of the AP - and the material you DO get to use is wonderful. It's a great adventure to build on and expand.
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![]() Starfinder Adventure Path #5: The Thirteenth Gate (Dead Suns 5 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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Enemy at the Gate![]() ![]() ![]() ![]() ![]() In The Thirteenth Gate, the long and perilous trail to find the location of the The Good:
The Bad:
A Rant about Railroading:
This book and the next book suffer from some seriously blatant railroading. Railroading on its own is often fine - especially when the reasons the PCs have for taking the intended actions are natural and logical - but it feels outright bad in this book and even worse in the next.
The biggest sin in this book is that it fails to provide a really compelling reason why destroying the Gate or the Moons wouldn't work. There's some lip service that only destroying the degenerator itself would be a "permanent solution", so you have to activate the gate and get the Degenerator out. But every group I've played with or GM'd for has scratched their heads at this point. "Surely there's a better way?" is the most common comment. The problem is that there's one more adventure here, and that adventure absolutely HAS to have the gate open and the weapon at risk, so this one bends over backwards to make that happen. ![]() Starfinder Adventure Path #4: The Ruined Clouds (Dead Suns 4 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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They were just like us!![]() ![]() ![]() ![]() ![]() 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 The Good:
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![]() Pathfinder Adventure Path #103: The Hellfire Compact (Hell's Vengeance 1 of 6) (PFRPG)Paizo Inc.![]()
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Worst Start to an AP I've Ever Seen is Right![]() ![]() ![]() ![]() ![]() As of writing this review, Book 1 of Hell's Vengeance has the lowest average review score of any Book 1 for Pathfinder 1st Edition APs. This isn't by chance or by a particular subset of players bandwagoning to drop its score. The adventure fundamentally has some issues that make it not very fun to play. Spoilers for the Adventure:
If you run this adventure and want it to take off, you will almost definitely need to do a lot of legwork to get it working and working well. You need to set crystal clear expectations for the players. If I were to run it, I'd consider keeping only the town and its characters and entirely rebuilding it from the ground up so that the PCs have more agency to defeat the rebellion BEFORE it becomes a problem. ![]() Starfinder Adventure Path #14: Soldiers of Brass (Dawn of Flame 2 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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Tussling with Gangs and Mercs![]() ![]() ![]() ![]() ![]() Soldiers of Brass continues the Dawn of Flame adventure path by taking it into the colorful, grungy streets of the Brass Bazaar. The PCs are pitted against gangs, shady salespeople, and solar dangers before crossing paths once more with the shady group of mercenaries they faced during the events of the previous book. Soldiers of Brass feels like a bit of a filler arc of a TV show. The PCs are tasked with chasing after a MacGuffin and by the end of the adventure they've secured it without any big changes or developments in the larger plot. The journey to get to that point involves some light investigation and dungeon diving, and its certainly a good time, but it doesn't have the depth and interesting situations that were common in the previous book of the AP. The setting for this adventure - the Brass Bazaar - is given some fantastic scenes and color. It's a memorable locale, and between the semi-random encounters within it and the extensive back-matter regarding places within it, there's a lot of great flavor and detail to help GMs bring it to life. Overall, this is a solid second part to the Dawn of Flame AP. Not as engrossing as the first book, certainly, but a well-built adventure with some great individual scenes, locations and characters. The setting detail brings it up from an average (3/5) score to 4 stars. The Good:
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![]() Starfinder Adventure Path #13: Fire Starters (Dawn of Flame 1 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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A Psychic Catastrophe Looms![]() ![]() ![]() ![]() ![]() Fire Starters is a stunning start of the Dawn of Flame Starfinder Adventure Path. It packs two two seemingly unrelated scenarios - an exploration of a strange alien starship that emerged from the plane of fire, and a liberation of a town from fascist rebels that have seized power. How are these events connected? What is the source of the strange psychic rumblings emitting from the interior of the sun? And how will the PCs handle the weird and awesome challenges of the Burning Archipelago? This AP book manages to bring a variety of interesting challenges, mysteries with just enough hints to get players wondering, prominent and colorful characters, and moral dilemmas to address. Despite its short length, it gives players a LOT to chew on, with serious variety. This is all fantastic and a big step up from some earlier Starfinder APs that felt shallow and one-dimensional. There's not a lot of payoff on the mysteries established in this book, and the larger metaplot described in the beginning of the book is a bit vague and weak. But these elements can be tweaked by the GM to firm up the story and suit their particular party. The Good (spoilers):
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![]() Starfinder Adventure Path #3: Splintered Worlds (Dead Suns 3 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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A Weird and Wonderful World of Undeath![]() ![]() ![]() ![]() ![]() Splintered Worlds continues the uneven quality of the Dead Suns adventure path set by the last two books, but brings in some truly wonderfully weird, creepy and interesting settings and characters. There's a lot of writing to love here - from the eccentric undead of Eox to the spooky abandoned Cult base, to the blasted, hostile landscapes of bone and acid in the final confrontation. And on top of that, after two books of slow burning aimlessness, the plot kicks into gear and both stakes and enemies start becoming clear. But at the same time, the mechanical aspects of the adventure are lacking in a few glaring areas. From traps that auto-magically break the rules to frustrate PCs, to stat block errors, to multiple dramatic contradictions between maps and text. And the story - for all its evocative locales and fun characters - makes little sense, contradicting itself and hamfistedly requiring GM railroading or big plot adjustments to get players to follow the AP's content. Thankfully, those mechanical details are all fixable, and it doesn't take huge changes to the plot to make it logically consistent. But these are all things that the GM needs to realize ahead of time and fix (or not fix and deal with confused players mid-game). It does make the adventure more of an evocative framework to create your game, than an adventure that plays well if you just pick it up.
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There's another trap (Mind Spores) that circumvents environmental protections for no reason. This is easily fixed by making it a purely magical, mind-affecting trap, but its something that seems to be a common pain point for other groups running the AP. (There's also some spoiled food on a table, in which sniffing it gives the sickened condition for 10 mins - but everyone's in environmental protection 100% of the time, so it can never do anything). There's a marrowblight later on whose multiattack ability is always worse than just full attacking. And so on. <GM'd in Play by Post> Survivor's Salvation suffers from a dreadfully wonky first act before it gets to its fun conclusion. The first act is narratively nonsensical, inconsistent in tone and content, and has multiple scenes that require GM intervention and interpretation to hold together. With a slightly inquisitive party, the GM will be hard pressed to deliver answers that make sense using the elements in the text. Other scenes in act 1 actively undermine player successes in an attempt to keep them firmly on the railroad. On the other hand, the final act delivers what I'd say is one of the most memorable series of encounters in SFS so far. Its a spotty experience, a 2 star scenario attached to a 4 star one. Despite the problems with this scenario, I'd still recommend it, if only for the fun of players' reactions when they hit the last act. The Good (spoilers):
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<Played in Play-by-Post> Interested in a proper heist scenario? Not satisfied with the awkward 'not-quite-a-heist' of SFS 1-06? Well, Data Breach does a much better job of serving some high-tech futuristic heist goodness. In 1-33, the Society needs some data stored in a secure bunker on Verces, and its up to the Starfinders to interrogate an informant and then infiltrate a facility and defeat its various security measures to secure their prize. It hits all the right beats! Absolutely worth playing with your Hacker, Engineering expert or Spy character. It's a solid adventure - but the short duration leaves it feeling a little shallow. You're definitely left wanting more :) The Good (Spoilers):
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![]() Starfinder Adventure Path #2: Temple of the Twelve (Dead Suns 2 of 6)Paizo Inc.![]() Add Print Edition $22.99 Add PDF $19.99
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All Aboard the Ukulam Express!![]() ![]() ![]() ![]() ![]() Temple of the Twelve is an OK continuation of the Dead Suns Adventure Path. While it has a few neat scenes and characters, far too much of the adventure revolves around a railroaded string of encounters with no decisions being made by the PCs. Where other adventures present a problem and leave it up to the PCs to figure out how they're going to solve it, Temple of the Twelve guides players by the nose and substitutes player engagement with dozens of pointless skill checks. For those players happy to just roll dice and bash bad guys, its a fun romp (or maybe a guided tour) through a dangerous jungle setting with clear 'Jurassic Park' vibes. For other players, there's still some fun investigation and roleplay in the other sections of the book. And the larger plot of Dead Suns finally begins to swing into gear. The Good (Spoilers):
--- The Bad (Spoilers):
--- ![]() Starfinder Society Scenario #1-08: Sanctuary of Drowned DelightPaizo Inc.![]() Our Price: $5.99 Add to CartEverything's better down where its wetter, even for Starfinders!![]() ![]() ![]() ![]() ![]() <Played in Play-by-Post> Sanctuary of Drowned Delight brings players to the home territory of a mysterious new alien race, then confronts them with a central mystery that develops over the course of the scenario. It drops them into a freeform exploration and interaction environment that provides plenty of investigation and roleplay. Very reminiscent of a particular stellar Pathfinder Society scenario! There's a lot to love here. While the mystery itself is fairly easy to catch on to, handling the fallout well is very tricky, and the conclusion is very very dramatic no matter how the events go. Its just a fantastic story to play through. The Good (spoilers):
The Bad (spoilers):
<Played in Play by Post> A Night in Nightarch is a really neat concept. The Starfinder Society has a weapons supplier on Apostae - they're buying weapons from the drow! When a scheduled delivery is interrupted, its up to the Starfinders to find out why, navigate the tangles of drow society, and secure the delivery. Of course, its not going to be that simple. After some information gathering, this scenario turns to full-blown infiltration, as the party heads to a drow base to complete their mission! Sadly, the actual infiltration part falls flat, at least partially because the scenario has to be technically completable by the Soldier-only party with no relevant skills. But also because the entire hind-part of the scenario turns out to not be designed to be infiltrated at all! (more details in spoilers) The Bad (spoilers):
The Good (spoilers):
<Played in low-tier in Play-by-post> Star Sugar Heartlove is a weird scenario. On one hand, its a whimsical exploration of a concert for a fictional far-future pop group, having your team contend with (and assist) zealous fans and their unique problems. On the other hand, its kind of a conspiracy thriller where your team is trying to interrogate bad guys and avert a terrible catastrophe. And these two halves fit together awkwardly at the best of times, and sometimes not at all. Goofy, silly, and cute! But also tone-deaf, cringey, and awkward. Let's just say this scenario brings a very different take to the Starfinder Society, for both good and ill! The Good (Spoilers):
The Bad (Spoilers):
![]() Starfinder Society Scenario #1-09: Live Exploration Extreme!Paizo Inc.![]() Our Price: $5.99 Add to CartFly Me to the Moon![]() ![]() ![]() ![]() ![]() <GM'd and played this in Play by Post> Live Exploration Extreme! is an awesome, zany concept with fantastic potential... but one that relies on PCs and a GM that are willing to lean into the absurdity and let loose! The PCs are off to investigate the mysterious moon of Salvation's End once more, but this time with a live studio audience in tow! Turns out Zo! has gotten the rights to televise the next Starfinder Society mission into the interior of the moon and he's determined to make it as dramatic as possible. The PCs descend into the moon, but what awaits them there... and is it real, or just part of the show? Obviously, it's not perfect. It relies more than most scenarios on having a skilled GM that is good at improvising. The PDF has errors and layout issues that make an already complex scenario more challenging to run. But even considering these issues, its simply a funny and memorable romp that I'd definitely recommend. Just make sure to bring a character that isn't *too* serious. If the scenario has any weaknesses, one is certainly that it doesn't gel well with characters who want to stick to the mission and avoid the limelight. The Good (spoilers):
The Bad (spoilers):
<GM'd this in play-by-post> Dreaming of the Future is a tidy collection of four quests that work excellently as a full 4-part scenario. The set up is fairly mundane: go find three MacGuffins that'll take you to the final MacGuffin, but the individual quests are interesting and engaging (Particularly 'Bad Chameleon' and 'Nightmare'), and you forget about the mundane structure soon enough. The writing talent behind these quests is really strong, and they manage to get a lot of engaging content squeezed into very few pages! Of course, that doesn't mean that they're flawless. I have some issues with the first quest ('Megaplex') and there's a disappointing number of errors or flaws that could have been caught in editing throughout. Furthermore, the final conclusion is very weak (almost missing entirely), and desperately needs a GM to flesh it out into something more satisfying. Overall though, some really awesome elements in here, and I'd definitely recommend this set of quests to any group, new or experienced with Starfinder. Some Negatives (spoilers):
--- Some Positives (spoilers):
This is the book that fills in SO many weapon, armor, and utility holes in the CRB. Juicy equipment for everyone! Low level energy damage weapons! Cool weapons for grappling! Special weapons for different professions! Power Armors with nifty abilities! Grenade scramblers, mimic imagers, holoshrouds, hoverskates, personal phase shifters, hi-tech scopes... it goes on and on and on! When you get this book you realize just how basic and limiting the equipment section in the CRB was. ![]() Starfinder Adventure Path #1: Incident at Absalom Station (Dead Suns 1 of 6)Paizo Inc.![]() Print Edition Unavailable Add PDF $19.99 Non-Mint Unavailable A Big Step Down from Pathfinder APs![]() ![]() ![]() ![]() ![]() Incident at Absalom Station can best be summed up as serviceable but dry. All the necessary bits and pieces are in place and the adventure does a good job of providing a variety of both combat and skill challenges. But the adventure as written lacks the vibrant characters, varied combat scenarios and absorbing plots that I've come to appreciate and expect from Paizo's Pathfinder AP line. Some Negatives (includes spoilers):
Some Positives (Includes spoilers):
<GM'd in both tiers in Play-by-Post> Ashes of Discovery is an odd scenario when compared to most SFS offerings. It has PCs sent to a randomly generated planet to learn the fate of an outpost from a randomly chosen organization, while meeting randomly generated aliens and dealing with randomly flavored hazards. Each time you play it, you're going to be in for a new mission of first contact. That's pretty exciting! Unfortunately, printed space limitations mean that all these variations only affect the "window dressing". The mechanical elements of the scenario vary almost not-at-all, leaving this scenario somewhat unimpressive on repeat playthroughs. Nevertheless, Ashes is a decent scenario that sends PCs on a journey to do some of the most Starfinder-y things they could be doing: Exploring distant worlds, meeting new aliens, undertaking archeological data-gathering, and more. Its a great introduction to SFS and with a GM willing to put the extra effort in, a great RP and exploration experience. On the other hand, it also has an unsatisfying story (with many unexplained holes), some frustrating railroading and lack of player agency, and it suffers from being incredibly easy (particularly at high tier), so your own mileage may vary. The Good (Spoilers):
The first living spaceship encounter is not very threatening to the PCs, but its certainly flavorful!
Randomly generated aliens are a joy, letting the GM customize and bring unique RP to every randomly generated adventure. I particularly appreciated the encouragement to customize the aliens to match your group! The Bad (Spoilers):
Some of the random generated elements can be cumbersome for a GM to prepare for. A high gravity planet with an atmosphere that interferes with technology, or a low gravity planet with a thick atmosphere. Each of these customizations requires you to dig out your CRB and work out the exact effects in the environment chapter, then apply those effects where relevant in the adventure.
The rules for applying summon grafts are missing here despite including all the needed information for the grafts themselves. Frustrating. The adventure is so customizable that it leaves the GM with a LOT of loose ends if they want to deliver a satisfying story. Each possible fate for the outpost is given only a single line of detail. This leaves integrating that reason into the latter half of the adventure entirely in the GMs hands. The Storm, as mentioned by some other reviews, is somewhat illogical as presented (not enough of a reason for why it endlessly stays in place) and frustrating for PCs to deal with. Making 3 FORT saves and then a whole bunch more FORT saves during the final traversal without any way to influence events is not much fun for the PCs, and is only OK here because the damage amounts are totally non-threatening. <Played through this one at low-tier in a Play by Post, then reviewed the PDF from the perspective of a GM> This investigation-style adventure starts off innocently enough. The PCs are tasked with tracking down the source of a seemingly wondrous biotech prosthetic, given a couple of hints as to its circumstances, and then set loose in the riotous Freemarkets of Absalom Station. Free-form exploration and RP (with a driving purpose) eventually lead to some critical clues and an increasingly creepy trail of evidence. This new biotech is not all it seems to be, and before long things are well out of hand! This scenario is surprisingly creepy, tragic, and stomach-turning, with fantastic investigation elements that feel quite organic despite being relatively linear in the second half of the scenario. The NPCs are a pleasure to roleplay with, from the quirky shopkeepers of the Freemarket to the villains behind the tragedy. And perhaps most importantly for an investigation, the plot and the motivations of the characters involved are all very solidly written. Thoroughly enjoyable, though it would be even better if it could be expanded into a module with even more rigorous of an investigation. Scenarios of this quality are exactly what I'd like to see more of! The Good (spoilers):
The Bad (spoilers):
<Played through this one at low-tier in a Play by Post, then reviewed the PDF from the perspective of a GM> The PCs are brought in to locate the source of a distress beacon sent from a ship from Sangoro's Bulwark, the lost headquarters of the Exo-Guardians. The premise is straightforward: something must've gone terribly wrong with this ship, so you'll need to secure the distress beacon, use it to find the ship, and investigate. With a unique space combat and an atmospheric and spooky dungeon crawl with cool encounters, this scenario just brings a really high quality experience. The mysteries on the ship are also well designed to give players just enough information to tease out what happened to the Struggle's Scholar while keeping things surprising. The last third of the scenario does suffer from some issues with just being too transparently linear. But as opposed to some other reviewers, I feel that can be excused for the sake of maintaining a good narrative arc (and this one nails that arc well, concluding in an unexpected and exciting encounter). The Good (spoilers):
The Bad (spoilers):
<Played through this one at low-tier in a Play by Post, then reviewed the PDF from the perspective of a GM> The PCs are hired to infiltrate a big Corporate research station, exploit and manipulate a foolish (and heavily drugged) scion of the company, secure critical data, and get out without getting their cover identities blown. Or at least, that's the idea based on the blurb and the briefing, given in authoritarian fashion by the frosty Historia-7. The fantasy being explored here is almost a futuristic space-heist, but the scenario fails utterly at fulfilling it, delivering a humdrum railroad of forced and contrived encounters. Players are not only given no agency in resolving the heist, but the specified sequence of events doesn't hit on any of the tense scenarios that one would expect out of a heist/infiltration. A memorable NPC and some cool window dressing at the unique location redeem the scenario a little, providing some interesting things to look at as the players are shunted from encounter to encounter. Nevertheless, I have a hard time recommending this one. Any player interested in skullduggery and infiltration will likely be disappointed by the lack of depth here. While any other player looking for good social encounters will probably find this lacking as well. The Good (spoilers):
Envar is a well-realized mix of narcissistic rich kid and incredibly deranged drug addict (a little reminiscent of the NPC you escort in PFS#13 Prince of Augustana) and it doesn't take long for him to become intolerable. That's a success in my mind. The scenario made me hate the dude in something like half a dozen lines of dialogue.
The Brilliance's unique location and internal features (Ilia Tamm corporate holograms were awesome to get you in the mode to smash some corp faces :>) were certainly both unusual and interesting. I got some Shadowrun vibes from portions of the scenario. The Bad (spoilers):
The entire structure of the scenario is tremendously unsatisfying. You're hired to infiltrate a corp base, trick Envar into leaking corporate secrets, then stealing data and getting home without busting your cover. But the scenario doesn't really involve that kind of espionage at all. Instead, you escort around an intolerable man-child as he goes on a drug-fueled trip until he eventually leads you directly to his mom's office and tells you the password to her computer with no prompting what so ever. The players have no agency in the events here. They get to make no choices, not even fake choices where there's only one reasonable option. No, the scenario assumes that they will placidly follow around Envar until the railroad of encounters is exhausted and deus ex machina puts them exactly where they needed to get to.
The illustrate the high degree of railroading: Whether or not the party succeed at impressing Envar in the arena encounter, and whether or not they successfully win in the arena, Envar suggests they join him for a tour. If they fail the other options to impress him, he still takes them with him on the tour. Once on the tour, if they mention NOTHING about Ilia Tamm's office, the adventure tells the GM to have Envar bring it up and offer to take them there out of nowhere! OTOH, If the party wants to go to Ilia's office early (and honestly, what PC wants to hang out with this guy if they don't have to), well, tough luck, the office is only unoccupied for a set amount of time. And until that time the party *must* entertain Envar, no other choices or options are possible. The encounters are all unrelated to the mission at hand. A gladiatorial fight should not be the only way to get Envar's attention, nor even the best way. Plus it stands out as bizarre that an orbital research station has a deathmatch arena. The elementals make no sense ('whoops clumsy Envar lowered the shield that stops deadly elementals from infiltrating the station!!!'), and the drug dealer is 'defeated' by having fun with them. On that topic: A drug-dealer shows up to rough up Envar for money and you're tasked with helping Envar get out of a tight spot. So how do you do that? Well, you can fight them of course. But the story assumes that instead of fighting, or tricking, or escaping, or anything normal, you'll want to play a game with them. Indeed, the drug dealer is satisfied regarding the debts if you beat them at a video game. This felt like nonsense. But perhaps the most unsatisfying element here is the token 'infiltration' aspect. The PCs set up secret identities by rolling Disguise or Computers checks at the beginning, but there's no other scene where they benefit from taking actions to conceal their identities. Barring GM circumstance bonuses, they can RP exactly like their normal character with no impact to the scenario. Furthermore, it seems statistically almost impossible to ensure that every character has a good enough disguise to avoid being pierced by one of the security staff on the station. Even if every PC has a +9 on their disguise or computers check (and they generally will not), every single PC's disguise must beat a DC of 13 on the first security checkpoint and DC 15 at the second. Even with this degree of optimization, the chance that every PC's disguise will be good enough to pass inspection is only 18% in Tier 1-2. And that's a party OPTIMIZED around these checks. Plus, the impact of the infiltration failing is practically non-existent. You still get access to the office, still get the data, and then only afterward do you have to deal with an easy space combat. EDIT: Updated to include GMing impressions.
The First Mandate revolves around a gala event celebrating the successes of the Starfinder Society in the wake of the Scoured Stars event. The PCs are invited to take part and help impress the visitors, and of course, things at the gala take a turn for the worse. All in all its a tight concept with some fun interlinking parts, such as the way the people you manage to influence in turn have an effect on later parts of the scenario. This is very cute, and satisfying from a player angle. On the other hand, this scenario really is a test for the GM. If the GM is either not into roleplaying their NPCs, or not capable of handling 5+ different unique personalities simultaneously, a large portion of this scenario can come off as hollow and unimpressive. The write-up provides a lot of useful detail to help the GM, but it really comes down to their RP chops. Furthermore, the latter parts of the scenario are... wonky at best. The events as described don't make much sense and require the group to accept some illogical stuff in order for (cool and dramatic) things to happen as written. Its awkward to execute from the GM's side, and can feel weird and nonsensical from the players' side. The Good (spoilers):
The Bad (spoilers):
Furthermore, if the PCs don't identify her as taking on Sanivvi's appearance (by failing the earlier hacking challenge), there's no guidance in the pdf on how things are different. On top of that, what's the time scale for Luwazi's appearance? If the PCs decide not to touch the bombs at all and search for Triloteya first, there's no tension. Being certain there are only 5 bombs requires OOC information. The whole disarming the bombs scenario makes little sense and assumes the PCs reach conclusions that they have little reason to reach. They have no way to know (in character) that distracting Triloteya is necessary unless they've already found her. And most of what counts as a distraction makes little to no sense... why would Triloteya spend any time paying attention to Zo! for example? All of these elements feel super arbitrary! In my run most of them had to be conveyed to us out of character. Both when I played this and when I ran this, this scene involved a lot of fudging, a lot of OOC "It's just this way because that's how it's written", and a lot of GM improvising to guide PCs back on track. ![]() Pathfinder Society Scenario #3-21: The Temple of Empyreal Enlightenment (PFRPG) PDFPaizo Inc.![]() Our Price: $3.99 Add to CartUnnerving and Brilliant![]() ![]() ![]() ![]() ![]() <Played through this scenario at low tier in a Play by Post.> What a cool scenario! After a mission briefing that can essentially be summarized as 'go explore this place and report back' the PCs really do get to explore a very odd and frankly unnerving location. They get free reign to check things in whichever order they like, and the revelations come directly from their investigation rather than being fed to them. This is so refreshing in comparison to most of the speedy on-rails scenarios out there. And unlike other more sandboxy adventures, there is something relevant and interesting around most every corner. Some spoilers for the scenario ahead...
The Good:
Piecing together the state of the temple and its devotees is incredibly organic. You come across people behaving oddly and can't help but want to figure out why. The hints are doled out room-by-room, and the more explicit ones are deeper within the temple, so there's still some narrative progression to things. And wow can a GM make the worshipers really creepy with little effort.
The infiltration & corruption of the temple make proper sense. Players for once get a clear picture of the backstory and tragedy, as opposed to most scenarios where most of the story stays stuck with the GM. The ambiance is awesome, with the pure white marble of the map contrasting the corruption. The Bad:
My GM for this one fumbled on some of the NPCs, in part because they aren't given enough background and GM guidance. The RP interactions with them can come off as unsatisfying unless the GM really brings them to life on their own. This is a roleplay heavy scenario, so this could be a problem.
Most of the combat encounters feel like token inclusions.
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