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Fast-Paced Action in front of a Studio AudienceGary D Norton —
Pact World Warriors is a fast-paced action-packed scenario giving the player characters another opportunity to be adored by Pact Worlds citizens. I would give this scenario a rating of 4.5 stars if I could; however, I decided to mark it down to 4 stars. (See comments hidden by the spoiler tags below.)
There’s a lot going on in this scenario and the scenario runs on the long side (around five hours). The first two challenges are the most exciting and work well to build up the tension. The scenario can be lethal for level 1-2 characters (even while playing in-tier). The banter between the undead hosts is quite amusing. The Rival Team needs a name!
The scenario has four sections:
In general, the obstacle course is a lot of fun with varied challenges for the player characters to overcome. Not surprisingly, this section emphasizes Athletics and Acrobatics; characters trained in those skills will excel here. This challenge runs a long time and eats up most of the slot. I think it would have been better to end the obstacle course after the Lava Hop.
The main issue I have is with the lethality of the traps at the end of the course when there is no real warning that traps are present. By the time PCs get through the Electrogrid and the Lava Hop, they can be nearly be out of Stamina Points and Hit Points. In my first session, four of the seven characters fell into the Lava. Then the leading PC is possibly subjected to a 4d6 force blast (in sub-tier 1-2); that blast killed a character with only had 1 Hit Point prior to setting off the trap. Then there’s another trap dealing 3d6+1 damage (sub-tier 1-2). It is too much damage at the end of the obstacle course.
This was a fantastic idea. I think this challenge would have been better if there was a more obvious reason to rush killing the monsters. There’s not a clear reason to be quick; perhaps points could have been awarded for the first team to kill the monsters.
The cooking section has some nice options for everyone to participate. The sabotage actions are a nice inclusion. As written, it seems that the same sabotage can be used multiple times per cooking segment and they all add (even if DCs are fairly high).
If you need to run this scenario in a four-hour slot, I recommend skipping this challenge. Fortunately, only five rounds of combat are allowed. Both times I ran this scenario, the party had a healer with Harm Undead and good set of area of effect weapons. Both groups destroyed three sets of undead and accumulated a nearly insurmountable lead.
Capture the Flag:
This combat is too easy for the PCs. One problem is that PCs can re-enter the fight immediately by spending 1 RP (since they don’t have to spend a round and an RP to stabilize). The rules should have stated that PCs have to stay out of the fight after being knocked out. Why is this fight non-lethal when everything else has lethal potential?
The most frustrating thing is setting this combat to occur in zero-gravity. Since there is very little room to move around, PCs are going to keep running into each other trying to float down hallways, stopping movement, and then they’ll likely get knocked off kilter. It might be more interesting if the rival team was able to cheat and move more easily, but the zero-gravity just adds more time and complexity to a too-long scenario. On most occasions, boarding actions are going to occur in a 1G environment; why is it different here?
A Terrific End to Season 1 ScenariosGary D Norton —
This is a terrific scenario to finish out season 1. There is a nice balance of starship combat, regular combats, social skills, and other skills. This scenario has it all. We played low-tier with a strong combat party (3 9th level, 3 8th level, and 1 7th level); 3 operatives, 2 soldiers, melee mystic, and technomancer.
The starship combat has the potential to be really challenging for the players if they roll poorly and the GM rolls well. I can see some tables losing this combat.
Details on Starship Combat:
If the player starship is caught in the forward arc of both jinsul starships, the jinsul could conceivably do a lot of damage in a single round. The jinsul gunners are competent and, if they use the computer bonuses, will hit at least 50% of the time. The jinsul have the potential to fire three weapons in their forward arc (with the captain acting as a gunner). Let’s assume that both masers hit (with above average luck), one linked coilgun hits, and one coilgun hit, that works out to 2*33 + 20 + 10 = 96 damage. That will punch through the 40 point shield and 56 of 100 hull points (for the tier 8 Drake).
The social encounter works well since it is a single round, although success seems to rely heavily on successful Sense Motive checks by the PCs. (My players were quite relieved that this social encounter wasn’t going to be like Siege of Civility.)
The section for approaching the command carrier was a lot of fun. The players spent a fair amount of time deciding on how best to allocate the PCs against each series of skill checks. Once they got the hang of it, this went smoothly. The only thing I would change is to lower the DCs for the gunnery checks; PCs can’t improve gunnery like they can other skills.
The first combat was really easy for the PCs (in part because my dice were cold). The PCs could have won even more quickly if the technomancer had dropped explosive blast spells on the grouped-up jinsul. This combat seemed designed for an easy victory by the PCs.
The various options for navigating to the command center were nicely set up. The group quickly decided on the stealthy option and then cast 5 invisibility spells.
Unfortunately, the command center room description doesn’t include the height of the platform; I assumed a height of 5 feet to allow the hierarch to see the PCs enter the room. (In the GM thread, the author stated a height of 15 feet, but then positions need to be modified so that the hierarch can see the PCs.)
The combat was entertaining, though the PCs easily won:
The PCs arrived at the command center with invisibility still up. I gave the PCs one round to move the invisible creatures and then gave the hierarch and his allies a Perception check. The hierarch easily recognized what was happening and combat was initiated.
The hierarch, unfortunately, went last in the initiative order and was killed before acting by 3 operative trick attacks and arcing surge from the technomancer. The praetorians were quickly dispatched as well. The players really enjoyed the fact that the encounter wasn’t over with the rise of Dhurus. That battle was slightly more challenging as Dhurus is fairly well built and can do a lot of damage.
Dhurus won initiative and opened with the ichor spray catching three PCs in the attack. The PCs responded by inflicting over half of Dhurus’s hit points in their first round. Then Dhurus used his bonus action to bite one melee combatant and reposition her away (negating that character’s ability to full attack) and then used multiattack on the remaining melee combatant. The multiattack could really do serious damage and take PCs out of the fight (a nice touch in a boss fight), but my dice went cold again. Dhurus was then easily killed before acting again.
The players enjoyed the wrap-up. The arrival of reinforcements played out well and is a wonder lead-in to the season 2 special.
Starfinder Society Scenario #1-38: The Many Minds of HistoriaPaizo Inc.
Our Price: $4.99Add to Cart
A Fun Romp Through Historia-7's PastGary D Norton —
Everyone following the story of Historia-7 and Ziggy will love this scenario. You’ll want to play this scenario after playing 1-33 (Data Breach). As an added bonus, we get to learn more about the previous leaders of the Dataphiles.
Terrific Concept; Poor ExecutionGary D Norton —
I love the idea behind this scenario. This promises to be the first of many scenarios that can be linked together at future conventions as The Final Voyage of Rasheen (or something along those lines). I hope that future scenarios will be at this tier or higher so that individual PCs can adventure through them in succession.
Exploring the starship is interesting. I enjoyed the way that the two encounters are linked; that makes for an interesting encounter. However, it feels like there should be a little more here. Another combat or hazard on board the ship would have been great.
Problems with area A7:
There is a trap on the door to room A7. Please reference door traps before the boxed text to make sure that they get used properly. When I ran this a second time on short notice, I missed the trap until it was too late.
Let’s talk about the map. The scenario labels the map as STARFINDER FLIP-MAT: STARSHIP. Naturally, I pulled that map out of my collection and brought it to the game. Imagine my surprise when neither side of the flip-mat matches the picture in the scenario. Fortunately, the layouts are similar enough that I was able to make it work, but it was somewhat annoying. Thurston Hillman’s list of maps in the product description is correct.
The fight in encounter B is a real pain with fog covering the entire battlefield. I appreciate this as a counterpoint to the scenario with the snipers (i.e., sometimes you just have to fight up close). But it just makes for a painful fight to run especially since a tabletop game doesn’t lend itself well for a fog-of-war scenario. Spellcasters and ranged characters have to fire into total concealment and that slows down the fight. Could we do this again with a lighter fog (e.g., total concealment after 20 feet instead of beyond 5 feet)?
The starship combat (high tier only) is just a waste of time if the PCs have a competent pilot. If the PCs can gain position, the enemy starship is useless.
Problems with enemy starship:
In high tier, the Eoxian turret weapon is a light EMP cannon; an EMP weapon is only usable against a starship with its shields down. Once the PCs get their starship out of the front arc of the Eoxian vessel, the EMP weapon is useless since the Eoxian ship is using gyrolasers (1d8 damage) to attempt to knock through shields. If the Eoxians lose initiative, the only real chance for them is to attempt a Fly-By maneuver; but the turn radius of 2 makes that impossible if the PCs have gotten behind the Eoxian ship. The combination of a poor turn radius and a turret weapon that doesn’t do damage is a killer.
From a story perspective, this is a disappointment. Rasheen sounds like an interesting character. Yet we learn nothing about her; we learn nothing during the course of the scenario. We aren’t told about any specific to her explorations. We could have at least had a culture roll for PCs to know details about some first contact mission (perhaps foreshadowing another future scenario). Please breathe some life into Rasheen; there’s so much potential here.
Prepare Carefully Before RunningGary D Norton —
This is an interesting scenario with a lot of unusual elements working together. The GM really needs to understand this scenario prior to running it. As a result, I really enjoyed running this scenario with its complexity.
The author quickly introduces us to a very low gravity environment and seems to have thought a lot about how it works. That has made it into the scenario in a number of places and affects the plot. When I ran the scenario, one of the players really got into the mood and started jumping around the battlefield like John Carter of Mars. [In retrospect, I’m thinking that the character, when jumping a long distance, should target the square that they want to jump at. Then roll a ranged attack roll against AC 5 (with a 20’ range increment) to see if the character hits the desired square. If a miss, use grenade miss rules to determine where they land.]
The scenario gives multiple options to resolve each of the scenario challenges. The group I ran had a good spread of skills (operative, technomancer, mechanic, and soldier) and they were able to succeed at most of the skill checks to keep the story moving.
Overall, this scenario was an outstanding presentation and I only have a few nits:
In low tier, the combat were very challenging. First-level characters can easily be taken out of the fight by one critical (or two hits). Characters who are stable but are at 0 or 1 hit points are extremely vulnerable to the self-destruct damage and being forced to expend another RP. Our first-level soldier was down to one RP after the first fight (knocked out, stabilize, get back in the fight, and stabilize again after the self-destruct).
Needs More Plot Twists and TurnsGary D Norton —
At first glance, this scenario reminds me a lot of the PFS Season 5 scenario “The Hellknight’s Feast.” In both scenarios, the PCs need to interact with influential people and attempt to sway them to their cause. In both cases, PCs have a number of opportunities to learn about the dignitaries and then apply appropriate skills to influence them.
In terms of learning which skills would be useful, I much prefer the approach in “The Hellknight’s Feast.” In “Siege of Civility,” the only applicable skill to learn about the influence skills is Sense Motive; a party with a number of characters with a low Sense Motive is really going to struggle. In “The Hellknight’s Feast,” different skills (appropriate to the dignitary) can be used to learn what skills are useful for influence (often including Sense Motive).
For the Influence checks, “Siege of Civility” works better than “The Hellknight’s Feast.” In “The Hellknight’s Feast,” Diplomacy and Bluff are always acceptable skills. While those skills can be used in “Siege of Civility,” they don’t work on everyone. As result, there’s a greater usage of the different skills. It would be nicer of all of the dignitaries had at least four skills that would be useful. Additionally, I would like to have seen rules for gaining extra influence by exceeding the Influence DC by 5 or more (similar to learning additional useful skills from Sense Motive).
“Siege of Civility” falls flat for me with regards to providing other things for the PCs to do and explore. There is one minor sub-plot to resolve and a much-needed combat (to engage players not excited by the social checks).
The combat in the arena is very nicely set up. The dynamic battlefield makes it more interesting and is a good changeup from standard battle areas. Unfortunately, the opposition is too weak. Appropriate CR calculation for large NPC groups is often a challenge. But, in this case, I can compare six combatants on one side against six PCs. If all of the PCs are in-tier, then all of their equivalent NPC opponents are lower level (with one exception); this is not much of challenge especially since the PCs can use Resolve Points to re-enter the fight and the NPCs cannot.
I would like to see more plot points to better engage with the dignitaries of the Gideron Authority. There aren’t twists and turns that I expect to see in this kind of scenario. There’s really nothing to do (besides influencing people) and nothing to learn.
From a “moral of the story” perspective, I worry about this scenario. The Starfinder Society is cozying up to a fascist regime and essentially giving them the green light to engage in an aggressive war against another civilization. I really hope there is a payoff down the line where the Starfinder Society gets blow-back for this kind of cooperation.
An excellent scenario to run multiple timesGary D Norton —
This review is primarily intended to provide feedback to the Organized Play team (as they have requested) and for GMs. While I’ve tried to keep this review relatively spoiler free, I recommend that players who are interested in playing this scenario move to the next review.
I applaud the idea of having some sort of negative repercussions to keeping environmental systems sealed. I really wish the CRB had addressed this in some way instead of leaving it to scenario writers. However, this attempt falls flat. It doesn’t make sense that snow buildup would affect someone’s helmet but not affect their face. How difficult should it really be to clear the snow off of a helmet compared to one’s face?