Gold Dragon

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RPG Superstar 6 Season Star Voter. ** Pathfinder Society GM. 3,122 posts (3,149 including aliases). 216 reviews. 1 list. No wishlists. 22 Organized Play characters.

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King sized combat


King is a combat scenario with a few skill checks.

I ran King at subtier 7-8 with a very strong group with no time limit. It took over 7 hours. Most of the scenario is fine, but parts (D and J) feel especially difficult, but I think during a special you'll just run out of time. It's unlikely that Qxal will die unless the GM plays Qxal sub optimally (which just happens to be the recommended tactics). At this subtier, I found combat with Qxal has the potential to be extremely tactical (which I liked), but tactical combat doesn’t please everyone.

I’m also running King at subtier 1-2 and 3-4 and will update the review when I do. At these subtiers, I feel King is mundane, but it will be easier to complete the special on time.

At subtier 7-8, there were a lot of huge creatures, creature types I don’t usually use, so it will be a little harder for GMs to source minis, but it could be a treat for the players.

At subtier 7-8, the scenario was well written, but I found that it took longer to prepare than usual. Everything from the unusual minis, multiple special abilities, multiple spells (Ex. Qxal has 31 unique spells, many are high level), and uncommon rules. Even during the preparation phase, there is the potential for getting free items, but most players don't know what they do, so as GM I created a handout to explain what they do, so we didn’t have to slow down the session looking them up. As a player, it's something different, but it did take a lot of extra time as GM.

I didn’t like how all of the skill checks in Charting a Course all came at once. It would have been better to intersperse them between (or at the start) encounters.

I found most of the NPCs to be irritating, and the dialogue between encounters to be cheesy and unneeded. I wish there were less Pathfinder leaders speaking, it’s confusing for the players and doesn’t really add anything to the scenario. Using they/them for Qxal is just confusing and not needed, luckily he’s not a big part of the scenario.

”Detailed rating”:

Length: Extremely Long (7 hours).
Experience: GM at subtier 7-8 (10 challenge points).
Sweet Spot: Subtier 7-8. The other subtiers feel like very mundane combat encounters to me.
Entertainment: At subtier 7-8, it did feel epic and important. (8/10)
Story: The story needs to be explained by either the GM or a handout at the start of the scenario, to set the context of the scenario. (4/10)
Roleplay: Very little. (3/10)
Combat/Challenges: A better use of terrain than most scenarios. (6/10)
Maps: Good use of flip maps. (7/10)
Boons: You can download a very good boon, 50% off raise dead. (10/10)
Uniqueness: I like scenarios with important choices to make, or something memorable. The only thing memorable about King is Qxal, and if you follow the tactics, isn't memorable at all. (3/10)
GM Preparation: For a combat scenario, it took a lot more time than expected.

Overall: A straightforward combat scenario with a good boss combat at subtier 7-8. (6/10)

Super solid scenario


Alpha is a short scenario with a mix of everything.

The hobgoblins have good art and are interesting characters to interact with. The skill checks feel organic and are not overused. The combats are just right.

Overall: A solid and enjoyable scenario. Another scenario that deserves to be played more. (8/10)

Influence Hell


Crocodile features the influence system with far too many rounds. The influence system took 2.5 hours of non-roleplay to complete, and all of players at the table were very bored. As I’ve explained, the influence system snuffs out imagination and roleplay and promotes roll-play.

The worst part was, the influence system and all the work you did, will have no effect on the outcome of the story. All of the work you completed was for nothing.

Overall: Scenarios just need to go back to their classic roots. (1/10)



Crisis is a short scenario that is a mix of the influence system, chase, and easy combats. It took us 2.5 hours.

I think the story is good, although it’s a non-epic story in a long list of non-epic stories.

I dislike the influence system, but it was relatively short lived, and the NPC was relatively interesting and well written. The encounter would have been better without the influence system.

The obstacle system in PF2 doesn’t work. If there is a locked gate blocking the party, why does every member of the party need to unlock it? After we unlock it, do we close and lock the gate for the next person going through it? If 5 players can squeeze through an opening, why does that allow non-mobile player #6 squeeze through the same opening? It doesn’t make any sense. And in terms of fun, it’s just more roll-play.

I liked that the skill challenges included only a smaller subset of skills, but this lead to some skills being used repetitively, and if the group doesn’t have these skills, they will fail (as Andreww stated).

The combat was too easy. Both combats were over before the end of the 1st round (some players didn’t get to act). Only one player took a few HP of damage the entire scenario. Perhaps combat was too easy because we easily passed the skill challenges (our dice were on fire)?

” Bypassing encounters”:

Bypassing the last encounter with diplomacy made sense and it was (narratively) the right thing to do, but it was also not satisfying.

Overall: For me, the PF2 subsystems are being overused and are ruining the game. (3/10)

Non-important influence


Battle is a scenario that extensively uses the influence system and has some combat.

I think Battle really illustrates how the influence system doesn't work. The influence system is non-organic, restrictive, and most importantly, not fun. When you finish speaking to an NPC, it's not fulfilling, you're always wondering if there's more to do.

With the influence system, it kills creativity by restricting your approach, your roleplay is NOT important, what's important are your dice rolls. And getting enough check marks. And that... is boring.

The scenario starts off with the PCs riding a cart to the site of the golem. For some reason, we need to use the influence system and engage the cart driver (really?) and a merchant. This process was forced for several rounds, and had no (known) impact whatsoever. It felt like we were fishing for information, but all we got was a backstory of a random NPC.

We then continued using influence at the dig site, for no apparent reason, on a wider variety of NPCs, for several rounds. The golem was the only one where it actually made sense to speak to, and we certainly didn’t need the influence system for that.

The "boss" combat at the end was extremely disappointing.

Based on the description:

Based on the description of a giant black flying galleon opening a portal in thin air (it was actually a great description, well written), I thought we were dead and that the only reasonable reaction would be to run and hide.

Then, two low level shadow orcs came down from the ship, we killed them in less than 1 round, and the "cannon" from the ship hit me for something like 1d8 damage at level 3 (I had almost 60 hp). We easily disabled the cannons somehow (no other creatures were onboard??), and that was pretty much it.

A situation that should have been completely overwhelming, turned out to be one of the easiest combats I've had in PFS. Afterwards, it was hard to take Aslynn seriously as an opponent.

Overall: Pointless roleplay followed by underwhelming combat encounters. (2/10)



Heart is a scenario that is mostly exploration and skill checks, with some combat.

There wasn't much of a story in this one, just a long series of skill checks. The last combat involved some terrain and was OK, but overall the combats didn't feel particularly unique.

Considering this scenario is a race to find two separate locations, navigating in uncharted territory, in a dangerous hostile desert, you would think that a skill like Survival would be used extensively, maybe even overused. My character did not have the chance to use Survival a single time, which was disappointing. If PFS were realistic, every PC would need Survival; I find it funny that it’s one of the least used skills in scenarios.

Perhaps we were too good at hexploration, with spells, and we bypassed both the Survival checks and other encounters. We had 2 combats encounters, 3 encounters total. I’ll rewrite the review after I GM and run it.

Our particular group did not have a problem with making "the choice". I think important choices are what makes RPGs great and PFS doesn’t have enough of them. We made a choice and although it was unexpected, we had time to complete both objectives.

Overall: While there is nothing wrong with this scenario, there wasn't anything memorable about it either. (5/10)

Search and Destroy


Symphony is a combat scenario with several unique and gimmicky combat encounters.

I want to like Symphony, but I found that the scenario lacked story, there was no roleplay, and that made it bland and flavorless. Our mission is to "search and destroy" whatever exists in the fortress. We didn't know what was there, so we had combat without knowing who or what we were destroying. The combat encounters could be too tough for some groups.

I don’t believe too many groups will be solving the puzzle, and quite frankly GMs don’t give you enough time to do so, or a hint.

Several treasure bundles were behind skill checks, and some of the skill checks needed a master level in the skill, which was only available to a few classes. Technically, quite a few groups should not be gaining maximum treasure bundles.

”Detailed rating”:

Length: Medium (4 hours).
Experience: Player at subtier 7-8 (20 challenge points).
Sweet Spot: ?. I read that subtier 7-8 is more challenging.
Entertainment: Combat encounters without context. (5/10)
Story: The story was never explained to the players. Maybe the story was better for the GM? (3/10)
Roleplay: None. Some exposition from the boss? (2/10)
Combat/Challenges: Unique. The puzzles had thought behind it as well. (9/10)
Maps: Good use of flip maps. (7/10)
Boons: Maybe too good IMO, although only hardcore players will know how to access it. (10/10)
Uniqueness: The combat encounters were unusual. (8/10)
GM Preparation: TBD.

Overall: Unique and tough combat encounters with minimal story. (7/10)



This map is beautiful, generic, extremely versatile, and has seen a lot of use (perhaps too much) in both PFS and outside PFS.

It's the not-so-nice house sibling to the Pathfinder Lodge flip map.

Solid special


Blessings is mix of combat and skill checks.

Blessings is a very decent special event. If you like specials, you will like this scenario. It was well organized, themed, and there is excellent voice acting for it as well.

At subtier 7-8, the combat was just right. The skill checks had some roleplay involved and were somewhat amusing (not sure if that was meant on purpose).

The only knock on it was that it wasn't particularly memorable and I'm not sure how it narratively concludes season 4 or advances the metaplot.

Overall: Blessings was an enjoyable evening. (8/10)

Nice maps but...


This product should be called Forest River Crossing. Every map is a river crossing, with the following crossing points: bridge, rocks, log, or none.

Why does each map in this set feature a river? It's a tad redundant.

In addition to all of these maps featuring a river, we already have:
1) A River Crossing flip mat (which was all that was needed and doesn't get used very much)
2) Bigger Forest also has a river crossing.
3) Falls and Rapids also has a river crossing in a forest.
4) Deep Forest also has a river crossing.
5) Battlefield also has a bridge river crossing.
6) Enormous Forest has river crossings on BOTH sides, when it should have featured forest terrain other than rivers!

How many forest river maps do we need?

These maps are 5 star in quality, but I find they are very redundant with each other. This product and Enormous Forest are especially disappointing with their redundancy. We need new ideas.



Flooded is a mix of everything, but primarily roleplay and combat. Runs about 3 hours.

The thing I like best about Flooded was that the party decisions in the middle and end of the scenario were interesting and it felt like they mattered.

Overall: A fun and interesting adventure. (9/10)

A slow investigation


Heist is an investigation and roleplay scenario.

There are very limited high-level scenarios, so it's unfortunate that this scenario, meant for levels 5-8, feels like a level 1-4 scenario. It does not feel epic at all. I could literally change the stats in the combats to level 1-4 in 5 minutes, and it would feel like your average level 1-4 scenario. So that in itself is disappointing.

Gone are the days of Sheila Heidmarsh being competent and ruthless. Instead of locking artifacts inside vaults, she chooses to use unlocked desk drawers in rooms with regular windows located beside easy-to-climb nearby trees. I'm surprised it wasn't left beside her toothbrush in the washroom.

The investigation in this scenario starts very slow and contains several red herrings and time wasters. In addition, a lot of time was spent discussing an adventure that would never happen.

The entire premise of the scenario is illogical, the thief doesn’t even need a distraction, he is long gone, without a trace, before the distraction occurs. The culprits are very obvious but you are of course forced to go through due process to get enough "points".

Boss combat lacked creativity and belonged in a level 1-4 scenario.

This scenario can run long (5 hours) potentially. We didn't have time for the chase. Played at subtier 7-8.

Overall: A slow non-interesting investigation that should have been designed for levels 1-4. (5/10)

Another silly scenario


Prank is a skill and roleplay-based scenario with a challenging combat.

You are a chaperone to children at the Dacilane school, as they run around playing pranks on each other for the day. Your job... is to help them make pranks, keep the peace, and judge the pranks. How did we go from defeating dragons and trolls to helping children make spooky animatronics, whoopy cushions, and stopping children from disturbing animals??

Prank runs for far too long before anything eventful happens, which is too common in PFS scenarios lately.

The stupidity in this scenario breaks my sense of disbelief. Concerning the narrative, it’s stupid and irresponsible to have a prank war when Dacilane knew that a fey caravan was inside Absalom, which also contained dark fey. When this... incompetent is informed, he refuses to stop the prank war.

The combats would have TPKed us (twice), but our GM called both of them (for time). Having said that my table had some players who didn't know how to play Pathfinder (Barbarian doing 1d4+0 damage), so it's hard to say.

Prank has the potential to run long (5 hours).

Overall: Another silly scenario that takes too long to get to the action and feels... meaningless. (5/10)

A confusing investigation


Vibrant is an investigation and combat scenario.

This is another scenario trying to make yet another monster, this time ghouls, into something “good” and cute. Honestly, I found the ghouls all evil and if this was a campaign, I’d hunt the entire village down and destroy them all. I regret letting Macron live. This makes me want to stop PFS and run campaigns.

Evil is not cute.

One of the final encounters was meant to be a certain way, so my GM ended up taking away my player agency, ignored my actions, so that the encounter could be run as scripted. Not sure if that was the fault of the scenario or the GM, but it's wrong.

Having said that, this was one of the better written scenarios, was interesting, and the combats were decent.

This scenario uses the same map as "Flooded King's Court", where we met Macron. This alone should be enough to give this scenario 1 star. Is the editor or author even following the campaign? I'm not sure how they would make this mistake. In practice, most casual players won't notice.

Overall: An interesting scenario even if it tries to make another monster cute and "good". (7/10)

Another silly scenario unworthy of valuable Pathfinder time


Unfettered is a short skill and combat scenario. It was over in 2 hours.

Basically, the idea is that you distract someone while a party is being setup to promote them to venture captain. You get into some trouble and powerful allies either do nothing, disappear randomly, or are completely useless. Sigh.

This was a strange introduction to the season. Was this scenario supposed to show that new portals are opening up all over the maze? Most players won't understand and I'm not even 100% sure myself.

Environments were OK, but combats were over too soon. The riddle was OK.

Some of the low-level enemies had feats that are available only to level 4 and 6 characters. I guess they had better training than Pathfinders? If you’re going to give opponents abilities outside of their level range (which is not a great idea IMO), have only one. Enemies shouldn’t be more "special" than the PCs.

Pathfinder scenarios are getting really silly lately, and not in a good way. Nothing is serious (baby shark do do do do do do) and we are often doing tasks that are meaningless. Seasons 4+ have a very different tone compared to other seasons and organized play campaigns, including Pathfinder 1, which is clearly superior in every way. PF1 scenarios were popular because they had a classic appeal, this is just... goofy.

Overall: Another escort mission of a task unworthy of even low-level Pathfinder agents. (3/10)

The idea was great


Mantis is a rare sandbox infiltration scenario featuring many skill checks. It’s hard to say how much roleplay or combat the scenario will feature, that will completely depend on the players and the approach they take!

While the module didn’t contain any awesome (AHA!) moments, it was well written and easy to prepare.

This was played for Pathfinder Society with 3 stealthy PCs (2 rogues), one pregen (Eteleon), and one non-stealthy PC (it was a huge mistake taking a PC without Stealth and almost ruined the scenario for both the party and himself).

The pregens were well crafted, interesting, and well suited to the module. Having said that, none of their abilities were explained. I’m not sure how you fit this module into 3-4 hours unless the GM adds lots of notes to the pregens or the players get the pregens before the session.

While I liked the Preparation section and the awareness mechanic, I found the Obstacle section (and infiltration point mechanic) to be too strict and inflexible to describe the situations that would occur. There should have been guidelines only.

In terms of Pathfinder society, I thought this scenario was so unusual from the normal PFS railroad, with too many choices, that group took forever to make choices (no matter how hard I encouraged them). What should have taken 3-4 hours took them 6 hours.

Also, the context of the assassination was a little creepy for some players. Somehow, it’s OK to kill when rampaging through an area like a barbarian, but it’s not OK to kill quietly, in cold blood?

I thought the instant kill mechanic was silly considering they can't fail (not even on a crit fail), they take no damage, and they can only instantly kill opponents in this module. Without this exploration mechanic, they might not be able to kill some guards without several rounds (at least not by themselves).

Although not the author's fault, while the Red Mantis should be terrifying, their actual class mechanics makes them very underwhelming opponents.

The final encounter was very underwhelming, and with only 3 PCs the battle was over in 2 rounds, and the party took hardly any damage.

Overall: The idea of playing this scenario was more fun than actually playing it. (8/10)

Super map


Both sides of this map have been used several times, in both Pathfinder Society and outside of it, to great effect.

It's a beautiful big map and a welcome variant to the simpler Cathedral flip map.

Great Sandbox


Doom is a sandbox scenario (if there is such a thing in PF2) with an equal amount of combat, skills, roleplay, and investigation.

The thing I like best about Doom, is that the middle and end part of the scenario were approached in different ways for all 4 groups that I ran through this scenario. People had lots of creative solutions and they really appreciated it.

There are a few things that drop this from a 5 star experience.

First, the investigation mechanic in PF2 is not organic. If I had enough successes on our first investigation check (the man who was knifed), what information do I get to move us to the next location? There is no logic in PF2 mechanics, it’s just a roll off for “points” and then you get to go to the next location. Please bring back logic to investigations and dump this mechanic.

Next, the middle encounter should have used the Cathedral flip map. The location was supposed to be in a secluded (almost rural) location, but the map that was used was in a dense urban area.

Finally, none of the combats were challenging despite the final encounter being severe. I’m not sure why. GMs really need to play up the environmental effects.

”Detailed rating”:

Length: Medium. Can run short (3 hours) or long (5 hours) depending on how fast decisions are made.
Experience: GM four times, twice at subtier 1-2, twice at subtier 3-4.
Sweet Spot: Both are good.
Entertainment: . (9/10)
Story: . (9/10)
Roleplay: It’s up to the GM, but the opportunity is there. (8/10)
Combat/Challenges: Somehow not difficult. (7/10)
Maps: Better maps could have been used for the temple. (4/10)
Boons: A good boon that won’t destroy game balance. (9/10)
Uniqueness: Sandbox investigations are always welcome. (8/10)
GM Preparation: The options and story writing in the middle can be confusing.

Overall: A fun sandbox investigation scenario that will allow your players to be creative. This scenario deserves to be played more. (8/10)

Epic but Flawed Mechanically


Monarch is a scenario that is epic, intense, flavorful, but flawed mechanically.

It’s hard to rate this scenario, because if you have a cleric and skilled PCs (especially at subtier 5-6) it's a 5 star scenario, but if you don't have those things it can easily be a 1 star scenario.

There is a chase at the end, that is overtuned for subtier 3-4, and if played by the book, will lead to a TPK potentially, especially if you don’t have a healer. (The scenario does not adjust the DCs for subtier 5-6, but this is good because the DCs are otherwise too high.). At ST 3-4, my group was caught twice (I fudged to give them a chance).

It’s also not clear in this scenario when you can and cannot Treat Wounds. It’s very possible your GM will think there’s no time to heal until the final encounter. Regardless, if you don’t have a cleric, a TPK is likely.

”The problem with skill challenges in general”:

The biggest problem with skill challenges in PF2, is that they take away all player agency, creativity, and alternate solutions.

Players loved the scenario “The Night March of Kalkamedes” because it allowed players to be creative, and it allowed for alternate solutions.

In PF2, the GM often doesn’t even describe the situation, they just say “There’s a pit. You can use Acrobatics or Athletics to cross”. “There are some guards. You can use Diplomacy, Intimidation, or Performance to get past them”.

The other problem with the skill challenges is the team-based nature of the skill challenges. Why does the entire team take damage or suffer conditions if my character crit succeeds?

In a chase, why is the entire group going the same speed?

Also, I don't agree with the skills that are used in the skill challenges. For example, the party is sinking in quicksand (but wasn't given the chance to avoid it or escape from it with Survival!!! WTH), but somehow with either the Medicine (really?) or Crafting skills, can create a huge batch of potions, on-the-fly, without an alchemist kit, that is strong enough to harden the quicksand to escape. I found this to be incredibly unrealistic and extremely silly. To do this, you would need hours of time, the Alchemical Crafting feat, and it couldn't be done with the Medical skill.

Or how Deception (a talking based skill) was used to do everything from tricking possessed animals to go the wrong way, to tricking massive pillars of sand from grabbing them.

These problems are across all PF2 scenarios, but it really stood out in this one, with the amount of skill challenges.

In Monarch, it’s very easy to lose treasure bundles from failed skill checks, if that bothers you.

The final encounter contains incapacitation effects, which can easily make it a wipe.

There is a spot in the scenario where it’s very possible to gain infamy without being given a warning. What is Infamy? Hopefully your GM also doesn’t know.

Despite all of this, if the group has a cleric and the mechanical issues can be resolved (or the scenario played at subtier 5-6), then you have an epic scenario that could be a lot of fun.

I’m not sure why some reviewers are commenting on the big boss battle, saying there needs to be mooks included. There were, but perhaps your GM didn’t include them because the final combat was already too difficult.

”Detailed rating”:

Length: Medium (3-4 hours).
Experience: GMed at subtier 3-4 (no healers, which was a disaster and resulted in a TPK) and player at subtier 5-6 (with a healer and shield fighters).
Sweet Spot: Subtier 5-6!!!
Entertainment: TPKs are not fun for either GM or player. They had no chance. (4/10)
Story: Great. (8/10)
Roleplay: Minimal without GM embellishment. (3/10)
Combat/Challenges: A TPK waiting to happen at subtier 3-4 or with no healers. (4/10)
Maps: Flip maps. I just wish the start and the chase had a map to move along. (7/10)
Boons: A unique and interesting book. (8/10)
Uniqueness: I thought aspects of this scenario were unique, some of the chase scene could be embellished. (8/10)
GM Preparation: Easy to prepare and easy to read.

Overall: A fun and epic conclusion to a great story arc if you have a healer, highly skilled PCs, and/or run at subtier 5-6. “What Andrewww said” (6/10)

Skippable puzzle


Spark is a scenario with a little bit of everything, including a puzzle.

The story and overall encounters of Spark is good.

As others have mentioned, the puzzle isn't very good and could not possibly work. As with most puzzles, we handwaved it with a few skill checks.

Overall: A good story and interesting encounters with a silly puzzle. (7/10)

Tedious exploration


Citadel is an exploration scenario with a mix of everything except roleplay.

The main reason this scenario is 2 stars is the exploration phase of the different parts of the citadel. Lots of skill checks, lots of time, and very little happens.

The encounters were very average.

This scenario was the first time I've seen the flip-tiles in person, and after seeing them I now know that I don't wish to purchase them.

Overall: An average dungeon crawl wrapped in a tedious exploration.

An epic high level scenario


Castle is an epic high-level scenario with several combats and skill checks.

I thought the way Castle was laid out was well done. Everything from moving around the abstract location, to choices, NPCs, to powerful enemies.

You could definitely feel a vast power difference in this scenario compared to lower tier scenarios. Several lower tier scenarios, felt too easy. This scenario does not play around, I thought we were going to wipe, a few times, and the players were really good. In general I’m not sure if this is a good scenario for “the average player”, but I enjoyed it.

I thought the first encounter was a little over tuned and no one likes to be CCed, but as long as the encounter is properly explained to the players (ours wasn’t), it should be OK.

Overall: An epic mission and destination with tough fights, which you would expect from high level play (8/10)

Interesting exploration


Signal is a combat scenario with a lot of investigation and story behind it.

I thought the story in Signal was interesting, but very convoluted. We spent a lot of time asking the GM questions, trying to understand the story.

I thought that the combats were well themed, interesting, and featured unusual creatures. Simple but good puzzle, completely optional.

Again, I wish that Starfinder and technology would stop invading Pathfinder.

Overall: A fun exploration into a house with a strong story and unusual encounters. (7/10)

A boring roleplay scenario


Star gun is a boring roleplay scenario with some trivial combats thrown in.

In this scenario, I liked traveling to a new location, Arcadia, and learning more of the lore that surrounds it. I didn’t see any pictures of Arcadia, but they would have enhanced this aspect of the scenario.

The real failing of Star Gun is that the roleplaying interactions were long, and they were extremely boring. The NPCs weren’t interesting, almost all of the leaders were strong stoic female with almost no personality. In addition to that, we were forced to endure at least 4 rounds of conversation with these NPCs. Star Gun was trying to be a scenario, similar to “Bid for Alabastrine”, but didn’t have NPCs you wanted to speak to, or an interesting setting.

”I believe the interaction system in PF2 needs work”:

The way our GM explained the system, you either spend your round convincing an NPC, or you spend it finding their motivations and secrets (to determine other skill checks you can use).

We had limited rounds and the GM already let us know how many successes we needed, so it made no sense to learn their motivations, which might have been interesting? Anyway, only one of us sensed their motivations (and failed), so it stopped there.

Instead of working like that, I think it would be better if sensing an NPCs motivations were done, for free, at the END of a round of conversation with that NPC. That means you can potentially open up more skills to use against a given NPC the more you speak to them.

Despite my suggestions above, I don’t think it would have made this scenario any better, but it would have streamlined the process, and made the experience much faster (and possibly more interesting).

The combats were also extremely easy and didn’t make a lot of sense considering we were supposed to be under protection.

Lastly, I wish Starfinder would stop crossing over into Pathfinder. We don't want to play Starfinder, OK? Didn't Paizo get the message in PFS Season 6? Please, no more SF maps used in PF either. And not all SF authors should crossover into PF as well.

Overall: Star Gun fails to deliver an interesting roleplay experience. (4/10)

Basic but good


Abode had a silly puzzle that didn't seem solvable by players (perhaps it was presented poorly by the GM), but it was basically skipped by a skill check and didn't ruin the scenario.

Authors should know that if puzzles are too complex or not easy to solve, they will likely be skipped or bypassed when the scenario is run.

Besides the puzzle, the exploration was OK.

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