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********** Regional Venture-Coordinator, Appalachia 955 posts (7,424 including aliases). 110 reviews. No lists. No wishlists. 55 Organized Play characters. 14 aliases.



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Another weak trip to the veskarium

1/5

The second consecutive trip to the Veskarium in a row and much like the previous one, the Vesk look foolish and uninteresting by virtue of how they are portrayed in the opening segment of this one.

I also found that the plot structure is positively riddled with areas in which the PCs can be very easily driven off-course through no fault of their own. Environments that players will be tempted to interact with lack definition and leave the GM forced to play train conductor on a rube-goldberg line.

The lore reveals were interesting but the overall plot of the episode and the moral choice the players face are bizarre and not in any way engaging. The players were left in a morass of "I guess" when faced with the information presented in a reversal of the campaigns great strength in the first two seasons.

Throw in an unusually deadly nothing of an encounter and some of the least memorable NPCs in the campaign and you're left with a rare dud.


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Extremely party dependent

3/5

In general the concept of this one was truly excellent - the set pieces were memorable, the branching paths allowing for some non-railroaded exploration culminating in some genuinely interesting lore revelations was very good.

However, a sizable portion of the adventure is dedicated survival that can be completely trivialized by a fairly common 1st level spell.

Still, a breath of fresh air and a break from the formula that was very well-received.


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Fun but a little too cutesy for my taste and not fully cooked.

3/5

This was well done and realized. The NPCs were very fun to roleplay with but there was a lot going on here and the skittermander stuff is definitely edging over the edge into "over-done." The entire premise of a group of overly helpful "terrorists" is pretty funny but this is one of those things where this was a dynamic that was far more interesting in theory than in execution.

In this case in particular, the personae of the 4 skittermanders so overly flanderish that by juxtaposition the Vesk are turned comedic by it as well, which doesn't seem worth the trade.

As for the adventure itself it was a fun romp! The fights were a little uninspired however -especially as the most interesting of the encounters was in an environment that while flavorful and interesting (the room with all of the corpses) surprisingly little was done with this striking environment.


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Robo-guuns were a funny decision

4/5

It's always nice to return to the scene of the crime. This scenario was weird in that the meta-plot is at the beginning and end and the middle has nothing to do with it.

It was pretty fun to return to the old scoured stars plot but I think the way in which the threat from the [REDACTED] is so randomly presented is worthy of follow-up because its taken in by the NPCs in stride in ways I wasn't expecting.

Spoiler:

I think in general, the scenario may have been better next year some time when the conflict with Jinsuls isn't still feeling quite so played out after a two year long run with them.

That said, A-1 was the NPC return I never knew I wanted. This discussion with A-1 was a real roleplaying highlight and I hate so much that it had to be over VTT because it would have been a delight in a more organic setting.

I also really enjoyed that there was an entire encounter circumventable by stealth, that sort of thing really validates certain build decisions and I think that's cool.

The final fight was a bit of a letdown - CR1 mooks simply aren't even an obstacle, let alone a challenge at this level between the omni-present DR and the now-inflated ACs that vanguard and shields make possible.

Still a couple things here made players make the "oh shit" comment and that's always a good time. Overall well-done, well-recommended but not an instant classic


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The Return to Arniselle was worth the trip.

3/5

I have now played this in an author-run table and run it for myself.

The adventure has a bit too many callbacks to itself. There is a lot of really deep detail regarding the NPCs which is hard to work in. As a GM it can be had to incorporate all these details, but I found that I appreciated them being there.

I think the meta-plot connections felt weak and tacked on - especially since the supposed qualities of the basalt aren't at all present in the other scenario where this is hinted at.

Still the overall character of the morlamaw and their tragic character flaw of being too cultish by nature was a hysterical evolution of their previous appearance and it was pretty satisfying to get to pound on them.

Spoiler:
The final fight is a bit more epic than the scenario had really built toward. But... I totally want to flub the fight and allow Arniselle to get taken by the Elder God. That has MUCH better story potential!

In general, mechanically this scenario had a number of pretty fun fights but storywise it felt like it suffered from having to too intensely serve two masters. On the one hand, you have the story of the morlamaw that deserved to be told and on the other you have the seasons metaplot which I am supposing needed to be told and the result is a scenario that probably would have been better as two different scenarios.

Still as is its a pretty good scenario its just that I think with a better scenario leading into that final fight this could have been a legendary scenario instead of just a good one.


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Good Bones but undercooked mechanics

4/5

tl;dr I was impressed by the general situation and plot/story beats but disappointed in its structure and mechanics.

These replayable adventures can be a bit of a mixed bag. Some of them allow for pretty wide GM freedom like 1-12 Ashes of Discovery while others are replayable for basically no reason like 2-03 Withering World. My only regret is I have only been able to run this via VTT because this scenario encourages roleplay at every turn that would have been more natural in person.

This one is replayable by means of interchangeable portions of the middle section of the adventure with some interchangeable mechanics in an end of adventure mini-dungeon crawl.

The situation begins with the party hanging out at a bar after a different adventure and is one of the few adventures to not begin with a venture-captain briefing and this was a very refreshing change of pace that should be employed a little more often. It allowed the players to roleplay and get into character before they begin getting bombarded with plot details and it made a big difference in terms of player engagement.

I won't spoil the plot wholesale but there is an incident and then the players have to respond to it because theyre the team in the field already. They then head to the Veskarium and have to go 3 rounds with the Vesk bureaucracy in what was a surprisingly fun and charming turn of events. Its pretty rare for a Society adventure to do such a good job of portraying an established location this well and I only wish the glimpses had been a little more fleshed out and I suspect if this had been a standard scenario it actually would have been. Still these mini-vignettes pack a ton of character and I was sad they went so fast.

Dungeon Spoilers:
Unfortunately the Dungeon itself is pretty uninspired. And as written can unfairly punish players whose only sin is exploring the dungeon in the wrong order. If they do so that final fight can be pretty brutal. Also in general, it would be nice if materials were described - at the very least for the doors, walls and floors. There are a number of abilities that key off of being able to manipulate different materials and to not describe them at all forced me as GM to make a number of arbitrary calls.

I was delighted that they brought back the Surviving Companion creatures from Return to Sender but it was pretty random and I didn't get a good sense for why they would be here and was disappointed when it turned out to JUST be random fanservice.

Overall, this doesn't quite reach the Mount Rushmore of setting examination and study alongside Protectorate Petition and Yesteryear's Sorrow but it had the potential to get there and still gets pretty darn close.

Overall, it would have been better if it hadn't been given the replayable treatment but it should still be pretty rewarding to revisit and try the other bureuacratic tasks.


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A timely scenario about Public Health

4/5

I have no idea how good this scenario will be at a later date. What I know is that I ran this scenario via VTT after unexpectedly having to shift the scenario to that venue due to the Covid-19 crisis.

So naturally this scenario became one big opportunity for the players and I to make jokes about quarantines, public health and pharmaceutical companies which is something all of us needed. The scenes of you as Starfinders needing to calm down quarantine-crazed colonists could not have gone better.

That said the scenario did have a few other fun things going for it. The scene at the generators had some logical and funny things in play and even the final encounter did something I wish we had more often with a secondary not-just-killing-things goal in play.

Ultimately this was a lot of fun - not the most epic thing but whimsical and fun in a time when that is what we needed most.


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A messy trip into an infernal swamp mansion

1/5

I had high hopes for this one. I have been very curious how we were going to deal with extraplanar entities in such a cosmopolitan city where a trip to hell really isnt much more than a simple set of directions in a starship.

What's more it finally played on what I see as a major interesting plot opportunity in The Drift's nature of sucking up a bit of reality each time it gets used in such a way that it presents a potential conflict but this scenario didn't really do anything with any of this promise.

I think the central mistake made is that the scenario tries to play too coy with the fact that this bit of swampland and the manor that goes with it are from hell. It's in the title. But in the name of preserving this bit of discovery it feels like the whole of what's going on has been obfuscated too much for this scenario to have felt satisfying in any way.

You are playing around on a bit of land suspended in the Drift so you might be thinking there would be cool environmental effects relating to that? Well you would be wrong. The trip through the swamp is just...a trip through what may as well be a regular swamp. The Manor itself is cut in half and is hanging off the edge into the drift maybe that could lead to something interesting? It lends itself towards being a minor hazard in one fight but in one time running and one time playing this adventure that hazard didnt even trigger.

Well okay this place belongs to a Devil Prince and he hired some sort of mercenary crew to sit on it seemingly so maybe theres at least some interesting dangling plot threads? Maybe an opportunity for our Knight of Golarion friends to vanquish some evil while we gather information on the provenance of the mysterious painting that was our purpose here? There's only two such opportunities to do good guy things but were you to do so you'd be going against the secondary success condition of the scenario.

The starship combat was really the only compelling fight in this one as the others were thematic but ultimately not that compelling and the encounter with the bird was pretty confusing in light of how little information the party has to play with.

Ultimately, I don't know why this scenario existed. I don't know what we discovered or what is going to come of the fact that we have this art or what it even means that this art was you know, infernal. The location wasn't exotic or interesting enough on its own and there is no cool reveal to make any of this stick.

You just sort of finish the scenario when you finish which is inevitably a bit of a let down because you leave feeling like you didn't really discover anything or do anything all that great.


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One of the most memorable Dungeon Crawls Paizo has ever put out

5/5

Starfinder is an edition that I have up to this point not given much credit for being able to handle a standard crawl. The entire point of the dungeon in medieval fantasy games is to present a challenge outside the realm where normal reliance on a town or the like isnt possible and you have to delver to reach a goal.

Generally in starfinder the best we've gotten so far are haunted derelict ships or short little jaunts into office buildings and they haven't really been that great.

Here you are put into the role of a Red Hat team that needs to break in past the Starfinder Society's defenses in order to save it from Black Hats. Simple enough. There were some challenges at this point - it felt like there was room for the early bits of this adventure relating to this point to have been done better. And in general there "single large map with a bunch of rooms" aspect of this dungeon were lost to what I can only assume were time constraints needed to fit this thing into a single slot.

But once you got there - the idea of a science fantasy dungeon was finally realized to its fullest potential. I won't spoil anything but just masterful use of the setting and technology was made to create some innovative and setting-fitting challenges.

And then that boss fight at the end - me and my players will be talking about it for a while to come. Very cathartic for some! Also brought to life lore details I have seen Thursty bang on about that we have not to this point seen in action and I mean....just bravo all around.


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An Old School TOS episode with many bumps in the road.

2/5

Overall there was a lot to enjoy in this one.

The journey down the cliff was fair and memorable and gave science oriented and physical oriented characters alike opportunities to shine. It overall answers a number of calls I have been waiting for in Starfinder and the overall descent journey theme is a memorable one. The campy and over the top characters reminded me of an episode of Star Trek from the 60s.

Even the use of certain combats to set up plot elements is brilliant.

However, the overall plot organization of the episode lacked some basic hooks for the PCs to be able to relate to what was happening.

Plot Details:

There were limited opportunities for the PCs to interact with the fact that the shadow plane was breaking loose and into the material plane and what that had to do with anything else. The entire plot with Radiance and the unseelie shadow fey at the end came out of right field and ran counter to the rest of the adventures theme.

Why wasn't the final encounter in some way related back to Aballonian pollution or industry or something? The why of Radiance's appearance AND the villain's were murky to the players at best and hell even with the benefit of the background section they were murky to me. I tried to make the best of it but even in two full runs of it I wasn't able to present it to the players in such a way that it much if any sense.

The final encounter was also somewhat ridiculous in terms of presentation and content.

Final Encounter:

There are two allied NPCs the GM has to run and thanks to the nature of NPC statblocks in Starfinder vs say Pathfinder 1, both of them have potential to greatly outshine the PCs and its unclear if this is the intention or not. As written, Radiance can pretty well wax the enemies pretty much by himself in 2-3 rounds.

On top of this, you have environmental and lighting effects going, you have a portal which may or may not be able to be interacted with by certain witchwarper spells in interesting ways and the scaffolding plus the nature of the rooms height and your unusual entrance into the room via dropping through the ceiling all combine to present large challenges in terms of presentation that are largely unrewarded as all of the enemies and Radiance can fly.

Overall, this just ended up feeling a bit half baked. There is a good scenario in here somewhere but like a number of other season 2 efforts they weren't fully realized. I liked the first hour of this a lot. I really badly wanted to like the rest of it but it didnt quite work.


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An ambitious and well realized take on the influence scenario

5/5

Just a fantastic scenario - a little bit of everything and a great time to be had for GMs and players who are comfortable doing a bit of freeform role-playing. The scenario presents a legitimate mystery locked inside of a very fun take on the influence scenario (a la First Mandate and Siege of Civility - this one blows both away)

I will note that this is a scenario that is asking the GM to meet it more than halfway in order to make work. In order to have room to fit in the swiss army knife of action politics and exploration into the scenario they did have to go a little bit sparse on the details and so I highly recommend prospective GMs spend a little extra time with this scenario giving it a little TLC. I recommend hitting the ole Starfinder wiki and taking some notes - even being ready to have answers for culture and mysticism checks regarding the various factions present. This scenario assumes a lot of intimate knowledge of the setting by GMs so be sure to brush up.
Consider having the bonuses from Ace Pilot apply when people are being dropped off at their various pillars to give them a chance to identify the factions based on their choice of aircraft.

If you can find ways to bring the individual spires and characters to life and draw your connections between the obvious dots that the author has laid out this stands to be one of the more memorable and satisfying non-combat intensive missions that I have seen.

The combats in this one:

Two of them are absolutely perfunctory. The fight with the ferrofluid ooze is both a little disappointing - you literally fight a ferrofluid ooze in another year 2 1-4 adventure - it can be VERY hard if the party lacks certain offensive options.

The fight with the hostile fish is fun and funny. The scenario recommends placing it right before the climax but I think this creates unnecessary separation between players and their goals at the end. Instead I recommend placing this at a point during investigation and diplomacy where things have gotten a little repetitive and the players attention is starting to drag.

The last combat is very fun. Consider having the cultists play a bit of keep away so you get a chance to trigger your black hole ability to drag people off of boats - this was a highly memorable combat.

All in all this was a very fun 4 hours and comes highly recommended despite the heavy lifting I needed to do to make the scenario truly shine!


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Could have been great but riddled with mechanical problems

2/5

This was as conceptually amazing as it had been promised to be but there were serious issues with the scenario on a mechanical level.

It felt very free form in terms of approach but there is a lot of missing connective tissue in this one.

Spoilers:

For example, there are three beacons you need to find and reactivate but its unclear whether they need to be recovered and moved for another character to be able to work on them but therein lies a massive difference in the achievability of the skillchecks.

Once inside the belly of the beast there are many many super high skill checks but the basic computers check just to escape the tekenki at the end to escape is almost unmakeable for computers invested characters who don't ALSO have a very high intelligence.

The entire party had to spend 8 prestige to get body recoveries

The DCs in general are far far too high for basic successes. They really cannot be THAT high for basic clearance of obstacles. I am all for rewarding characters that specialize but this felt like it was meant to punish parties that DIDNT have characters specialized in computers.

The environment was also underdetailed which meant that many player plans required making up a mechanic wholecloth far far too often.

Overall very very cool concept but the editing and execution left me wanting.


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A True Quest Pack

2/5

Unlike the other two quest pack scenarios (Dreaming of the Future and Withering World) this one is a true quest pack - that is it is simply 5 standalone sub-hour length adventures.

This makes a worthy way to introduce the game to some players and makes a good opportunity to show off the level 5 pre-gens of the new classes to seasoned players as well.

Content Spoilers:
One of them - Arabani Arms - was truly outstanding. It presented a real departure from the normal scenario logic and it's shoe horned in required fight was incredibly interesting, especially if you can get players to play along. That fight becomes a fun and unique challenge!

Three of them were okay but had problems

ABADARCORP creates a really fun sandbox but the instructions of how to lay out the scene really run at odds with the combat tactics. In particular having multiple enemies taking actions which have 0 effect and visibly so is a little odd. Its overall really fun to have the players play security guard though and has a very solid workaday feel to it up til the splosions.

RESURGENT TECHNOLOGIES lays out what sounds like its going to be a solid near scenario length investigation scene but no matter which direction players go, they instantly solve the mystery which undercuts any intrigue the scenario might otherwise have had since there just is legitimately not a lot to find out.

SANJAVAL SPACEFLIGHT SYSTEMS is good narratively, but has some mechanical issues. It has no recourse for when players are able to end the fight in a single round (and thus never discover the actual plot of the mission). In general it sort of assumes that the starship combat in play is some level of dangerous or nerve-wracking when it simply isn't which undercuts an otherwise solid outing.

One was bad - FROZEN TROVE
Frozen Trove was confusing and somewhat difficult to navigate. It only envisions one way in which the players might try to engage with the content and without that approach in mind, the scenario loses literally all of its intrigue and the fights in it are just speed bump tier.

I've also docked a star simply because these adventures that are meant to be used a promotional tools being something that people pay for as part of their subscription has just always struck me as a bad practice and I wish you wouldn't do it so frequently as between this, Four for the First and Withering world we have had THREE of these in 10 scenarios and its just too much.


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A Diamond in the Rough

3/5

This had a very fun concept playing with toying with the basic structure of one of these adventures and it had the potential to be very very good.

The first problem is this one: getting the players hooked on the plot vs mission at stake. This one was surprisingly difficult. I had assumed the players would simply naturally be very interested in WHY this happened. Instead, I learned that if you put a puzzle in front of players that activates the puzzle solving portions of their brains and they tend to begin shutting off the roleplaying side.

For the mission itself, there were a number of mechanics and natural things players wanted to try that weren't really addressed in the scenario. For future adventures, writers who want to put players into a sandbox like this should keep in mind that the players are gonna interact with every little thing you place in the environment so things like hardness and hit points of say cubicles would be good to have in the scenario at hand.

Additionally, it seemed there was a fine line to tow when it came to IDing the security measures in place and a little extra guidance on that considering how central it was to the environment would have been helpful.

Finally, the fights at low tier were a bit overclocked. I get that they were theoretically avoidable for a more a skills oriented party but theyre still difficult to avoid for players who lack omniscience. Had the party not been carrying a level 4 playing down they would have been in quite a lot of trouble.

But that's just the areas for improvement.

Overall, it was very good. The atmosphere was one both mundane yet off-putting and the details were all very good. The roleplay potential of this one is immense and the variety of methods that may be used to 'solve' the issues at hand are appreciated and were interesting.

I had been hoping for a more intrigue oriented situation with a bit more actual choice available for players but this was still pretty good.


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Guns and Religion. What could possibly go wrong?

5/5

I think this was a challenging adventure concept to do well. The concepts at play are so rooted in imperialism. But I feel by focusing the attention so squarely on the Society that they did pretty well at making this fun and tugging at our guilty consciences.

The encounters were all interesting - the fact that you dont necessarily want to be going into psycho killer mode does a lot to mix up the tactics you might use.

Ultimately, DRAT THAT RAT! Absolutely loved it.

It needs to be noted that the connection between this and part 1 is pretty darn tenuous so don't feel pressured to play them in order at all.


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Excellent Flavorful Dungeon Crawl

5/5

This adventure really was completely excellent. Getting to explore a unique locale like Sangoro's Bulwark (or at least one of its outlying warehouses) and getting to experience a very living and vibrant area which had such a distinct and memorable history.

The combats and social encounters - yes the rare dungeon crawl with a great social encounter - were all very well constructed and memorable. The final fight was a true challenge and had my players sweating as they gutted out a victory.

It also advanced the meta-plot and the final moments were such an effective tease of what is to come!


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Very well done - just a couple of small issues.

4/5

First things first - this adventure did the heavy lift that it needed to do and introduced four new characters and established their motives and what their terms as First Seeker might hope to accomplish (though some better than others)

That said the requisite adventures that did that demonstrated that could have been stronger.

Avor's adventure really should have had more avenues to handle that situation aside from combat or a highly niche skill.

Avor:
The decision to have him bad mouth two of the main factions seems to be poison to his candidacy and if anything is like this done again you should really avoid having the candidates badmouth the players.

Calder's adventure features a maddening enemy that honestly soured me and my players on the adventure, so mercifully we did it last.

Tara's was fun but in terms of presentation:

Tara's adventure:
The jinsuls felt as though they were no threat and that they were sort of pathetic which cast Tara in an unflattering light.

and finally, Ehu's adventure was definitely the highlight, the enemies and the setting were memorable and left me looking forward to more from him (tipping my hand he definitely got my first place vote).

Overall very well done, considering how difficult to put together fairly and as timely as it was.


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Good introductory adventure - wish the focus has been on culture and diplomacy

3/5

I love this sort of adventure where a new culture is exposed to us and giving us as a lot of information about one of the core races which I have been desperately hungry for.

This has been something I have badly wanted - it was disappointing that a big chunk of this opportunity was spent traveling and then dealing with a starship combat, but if you want it bad enough and can get your players to pay attention the travel can do that and show a lot about Castrovel to new players which is very cool. Still, it feels like more could have been done to showcase the cultures and diplomatic/political positions of the Asana and the Formians to make the choice at the end more interesting.

I do like the diplomatic angle as well - though I do wish it were a little harder to balance the two party's interests.


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I love the adventure this was trying to become

4/5

I feel that this adventure was basically perfect and so adventurous in terms of tone!

But having run it several times, nothing short of straight up INFORMING the players that this is a horror adventure out of character tends to get things through to the player that this is not your standard adventure.

And after mulling it over, I say go ahead and warn them. This Starfinder monster movie stuff is super fun if everyones on board, so get them on board!


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Disjointed and less smooth than Paizo's standards of quality.

2/5

I will grant that the constituent parts are all competently done and three out of five of them are even compelling, but they don't fit together very well at all, the quest plot structure did not fit very well for this particular story and would have been much better suited to serve as a standard adventure.

There are two particular areas where this falls short even without the quest structures failure to mesh well with the overall plot arc.

Quest One:
The villains are simply not overtly villainous enough if the first quest written is the first quest run. It creates a situation where the players may reasonably agree with the Cult of the Devourers motives because simple facts of the alignments of the Cult and Yaraesa were simply not very moving.

Quest Three:
This one simply doesn't work. In the context of the overall adventure, the fight in unnecessary and breaks the rhythm, in terms of the quest standing alone it's basically a nonsense quest to be on. On its one as a hour adventure where nobody asks any "why" questions this still worked well, but the fight was little more than a speed bump

Overall, I would prefer if when we turn things into quest packs that they have a plot structure that is 4-5 discreet adventures instead of a normal adventure hacked to pieces like this.


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Brutal for Players, Brutal for GMs.

1/5

I ran this just last night and I had some major issues with it.

GM specific difficulties:

There was a mechanic requiring you to keep track of time with, as far as I could tell, no actual consequence for time taken. There was a long research section which was written in such a way that it was impossible to bridge the skill checks and the information being conveyed with any sort of role-playing forcing that section of the scenario to be very gamey where it certainly didn't have to be. The way Sebnet was written waa really quirky but the answers to the questions assumed a sort of video game call and response that was dependent on the questions being asked in the order and manner the scenario presents them.

The final fight calls for the summoning of a large number of oozes but the mechanics for this are somewhat unclear as the text in the encounter area and the mechanics in the 5 and 6 player adjustment sidebar are contradictory. All in all I ended up spending my prep time doing things that the scenario should have done for me which took away from my learning the rules of the game or having other things such as the exact mechanics for the yellow mold hazard.

As for the rest, the scenario itself seems like it was setting up the pregens for failure. Ron Lundeen has produced some other fair but challenging scenarios but they have always at least been fair. But the conditions presented here where the PCs are pregens and have limited ability to prepare based on changing information and much of the difficulty presented is rather difficult for the chosen pregens to handle.

Ultimately, the players struggled mightily with the hazards and fights presented the party only narrowly avoided wiping. Overall for a scenario intended to be your introduction to a new game this did a lousy job and I wouldn't blame a player whose first introduction to Pathfinder or Pathfinder Society was this scenario if they chose to never come back

But maybe this scenario set up interesting plot hooks and was in itself compelling? In a word, no. The enemies are presented as bumbling idiots (which makes their brutally efficient tactics a bitter pill to swallow) and the plot set up by the Pact of the Open Road doesn't strike me as immediately 'hooky' and to the extent it does it is difficult to envision where the PCs would factor into it.

Overall, skip this one if you can.


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Perfect Romp through the mind of a Fan Favorite NPC

5/5

This is the stuff you come to Organized Play for. Long term story telling with well-told callbacks that are fun for people who have played em all while still being enjoyable in their own right for people who haven't. Mindscapes are always a fun time and that final boss fight? Properly epic conclusion worthy.

My only regret is that Ziggy and Historia-7 are faction heads because it feels like it signals the idea that non-Dataphile/Exo-G characters shouldn't feel as invested and that's not really what I think the intent of faction is.


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Mechanically Challenging but plotwise a dud

2/5

Of all the opening weekend scenarios, this is the only one that felt like it required use of tactics to survive which I had begun to fear would not be necessary in this edition.

However, those mechanically interesting battles aside the plot was dull, skill check DCs felt just plainly off having multiple trained characters failing to hit the DC just simply doesnt feel good.

Exploration mode felt very stilted and having to be in rounds while exploring a dungeon/locale that simply wasn't interesting enough to demand that level of attention and time. In the future, these exploration sections will need to be more fleshed out to be worth doing.


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Truly Horrendous Investigation capped with dull battles

1/5

Come down to the random swamp town with too many mosquitos!

You will spin your wheels in circular investigation where you will learn very little information but be punished if you don't up-turn every rock.

There was some mechanical jankiness here with Skill DCs being too high to be requiring you to roll as many as this scenario did especially given that rewards were attached to those skill checks, showing off that the numbers still aren't quite right. I am sure they will figure it out eventually, but this ain't it.

Too goofy to be legitimately creepy but not enough comedy to let goofiness carry it as a fun little romp.


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Great Content, but far too much to cram into a 5 hour slot

3/5

So, of course its grand to come back to ZO and revisit the reality television concept but it seems to me that they took ideas, two of which at least could have been fine entire scenario length concepts (thinking the American Gladiators and Chopped segments), added two superfluous underdeveloped ideas (Capture the Flag and Whack-a-Ghoul) and then ALSO tried to seed some very important plot developments.

It's just way too much and in trying to fit all of it into one 5 hour slot(that Starfinder players are frankly used to ending in closer to 3 especially at this tier) means not fully getting to ENJOY or SAVOR much of this high quality content. You're just rushing from plot beat to plot beat trying to get everyone home to supper on time.

This is especially disappointing because Pact World Warriors could have easily been one of the perfect recruitment drive adventures and as it is now I cannot really use it in that capacity at all.


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