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Sign in to create or edit a product review. Having to deal with "starfinders" doing shit again is kind of tedious and lets you question why we still have these people in the society. From an encounter standpoint the starshipcombat does its best to show the players EVERYTHING wrong with the system with giving them a bad ship (no turret and no aft weapon and the sides being weak enough to not really be there) and having the enemy have a superior ship (it can fire 2 weapons nearly every turn while the PCs can ever only roll one attack and have better statistics in every relevant kind.) ![]() Starfinder Adventure: Skitter WarpPaizo Inc.![]() Add Print Edition $5.00 Add PDF FREE
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Pregens are equipped badly for this![]() ![]() ![]() ![]() ![]() Whoever equipped the mechanic for this scenario did not consider the enemies. Having over half the enemies resist or being immune to your main weapon is great and "fun". Pregens should not be that missequipped for a scenario and feel useless in a lot of cases. ![]() Pathfinder Society Scenario #3-15: Cavern of the Sundered SongPaizo Inc.![]() Our Price: $6.99 Add to Cart![]() ![]() ![]() ![]() ![]() I must compliment the great use of skippable encounters in this adventure:
The scenario was a mess storywise and from a skill perspective.
Spoiler: and weirdly written this part does not work at all. Especially with the primary being dependent on having either Sense Motive or being able to guess unfitting skills for the one character that matters. For example a NG! Damoritosh priest who does denounce the big part of his religion and sounds more like a Gorum priest Spoiler:
No computers/engineering for the Triune Priest. After reading through this section at least the success is dependent on getting everyone convinced which is a nice change of pace. All in all this felt like a bit of a mess, which is helped by mistakes regarding the skills (Asking for non-existing skills like Society) The combats were fine(ish) but nothing to write home about and would have profited from another combat as it ran very short. Whoever thinks an APL+2 Boss should EVER get an elite Template should never ever work on a second edition Scenario ever. (played in high tier)
The scenario has atrocious success conditions and the balancing is a travesty. And AGAIN requiering a crit success on a random skill check with no indication that it is important is something they should have learned is a idiocy 2 seasons ago (we complained enough about these checks). This is assuming the clarifications are used: This scenario is a good replayable with nice flavour and a interesting use of the chase rules. Without the clarification this scenario is utterly insane and would get 1 star at best. After a long time this is a good scenario in tier 1-4 that you can run without having too many problems. This will be added to my convention reportoire for the forseeable future.
Well the adventure has a interesting setup, but then it goes down the drain:
Spoiler:
Having the whole party stealth against a DC 24 Perception DC is just insane, especially if compared to the still high (as everyone who wants to investigate has to do it) DC 16 of the lowtier. This design is just stupid, especially as it relies on Perception DCs that are vastly out of line of any reasonable skillchallange where the whole party must succeed. After 2-11 this means back-to-back catastrophes of scenario design.
Having a lot of the enemies being able to hit you on a 4 also feels GREAT and makes for FUN gameplay for everyone at the table and not just the GM… PLEASE do not use APL+2/3 encounters anymore … But even for GMs there is too many missing information to consider this a good sandbox. As a level 1 scenario it seems to be aimed at new players, but while 1 of the 4 parts is fine and has nice RP opportunities, the second part (spells) has a great setup (solve a situation with stuff given to you) the “solutions” teach the players things that DO NOT WORK within the rules. (Using stuff against a creature that is immune against it or using spells against illegal targets)
The final part not only has the betrayal but also this guaranteeing 2 hard back to back encounters which WILL kill new players.
![]() Starfinder Society Scenario #3-16: The Vast Experiment: Fast ChoicesPaizo Inc.![]() Our Price: $5.99 Add to CartInteresting Starship sceanrio![]() ![]() ![]() ![]() ![]() This scenario was quite interesting, and while short it had a good social part, one combat part and a good two-parter in the starship. The chase was a interesting changeup and worked better than the vehivle chases in previous sceanrios, as the rules seem to flow better and less new rules to focus on. This scenario was quite solid. I liked the setup of the final encounter. One small criticism regarding the chase: Spoiler:
While the DCs were quite well baleanced (GOOD) there were some obstacles with quite similar (and few) skills to solve which could be improved. ![]() Starfinder Society Scenario #3-15: Frozen Ambitions: The Preluria ConnectionPaizo Inc.![]() Our Price: $5.99 Add to CartSolid low level adventure![]() ![]() ![]() ![]() ![]() This adventure has a good mix of combat and non-combat encounters and an appropriate number of failsafes for a low level adventure. Also even as a part of a series it can work good without playing the other parts. After a lot of very dissapointing scenarios (espceially with problematic mechanics) this season this is finally a scenario with a good story and the mechanics to back it up. The callback to Reign of Winter was fitting and the interaction with the town was very well made. More of this kind of design would be nice. ![]() Starfinder Society Scenario #3-12: The Vast Experiment: First FlightPaizo Inc.![]() Our Price: $5.99 Add to CartWorst starship ever![]() ![]() ![]() ![]() ![]() Well this scenario is just tedious.
Spoiler:
against 2 highly manouverable drones with speed 12 (perfect), which hardcounter the ship if the GM does not softball.
These are also illegally built as they should not be able to carry their heavy weapons. The second encounter is ok-ish, as the enemy wanting to go close solves the issues of that catastrophe of a ship. The one ground encounter is not better as it uses the age olf mummy problem that should be known to cause wonky math, as using 5 overlapping auras WILL disable players no matter how low the DC is. Spoiler:
(At least the PCs are immune after the first save) And the Boss having Wis-Drain on a multiattack is exremely nasty especially as it should get 1-2 turns of free acting as everyone is confused (3 of 5 players after LOTs of rerolls at our table) The 2 Stars are ONLY for trying out the new systems which were fresh, if not for that it would be a 1 Star scenario.
Not only has this scenario a very wierd retcon - that does not make a lot of sense in character Spoiler:
Why do we forgive Nigel when we - the pathfinders - have to solve the messes he creates, and he did not pay one copper for the pathfinders injured in these missions. but also Spoiler:
The final encounter as written is massively overtuned, you have to stop monsters with stalling abilities (concealment and sickedn as aura) too fast (if a GM does as told you nearly can not save the exhibits if you are not rolling absurdly well) but becasue of a copy and paste error that should be obvious the monsters also gain a ranged attack they should not have... The scenario has a nice story and (in lowtier) solidly balanced combat encounters. Do more adventures like this. This scenario had a interesting story but it was a complete MESS in execution. There were massive editing mistakes, like copy and paste Errors, and missing skills to roll. The riddle is just plain unfair if you are not having English as a primary language. Now to the worst part:
For the story and encounters I would give 3 stars, but this skillchallangedesign will remove 2 stars for a final total of 1 star. This was a very interesting and challenging scenario. Especially the sceond combat was extremely interesting. This scenario has a interesting story and a very unique and interesting final encounter.
The setup for the scenario seems to be a fine follow-up to the earlier iruxi scenario, BUT… The number of enemies is completely out of line with what PCs can reasonably save against (hightier with adjustments). This was the worst developed encounter I ever played since the catastrophe that is 3 Seugathis or 8 mummies in PF1. This encounter design is prone to TPKs, unfun to play and even the incapacitation trait ONLY matters for level 6 players. While this would make a fine balancing for a encounter for a group of only level 6 players this makes it completely unfun to play but also WILL lead to one or more players going AFK for quite some time.
This encounter alone is responsible for a 1star review.
The second encounter showed a lot of potential, but the number of effects cause a bit of confusion at the table.
The scenario is ok-ish, but it does not capture fe feeling of the maze (mostly extraplanar stuff) and the revieal of the "traitor" was not very... interesting. Player review:
The scenario was quite good, the story was interesting, and the skill challenges felt fair. Especially allowing perception (so everyone is at least trained) was a VAST improvement compared to the other 3-6 two-parter. I played it in hightier and felt the combats more annoying rather than challanging. A big offender here was the Encounter B.
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