paizo.com Recent Reviews of Starfinder Society Scenario #1-20: Duskmire Accord 9paizo.com Recent Reviews of Starfinder Society Scenario #1-20: Duskmire Accord 92023-10-25T00:41:06Z2023-10-25T00:41:06ZStarfinder Society Scenario #1-20: Duskmire Accord 9: Excellent (5 stars)Johnny Jim-Jonhttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92021-10-23T16:02:39Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>A return into Salvation's End. Good opportunities to RP and do diplomacy, presumably you could fight your way through it as well.</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>A return into Salvation's End. Good opportunities to RP and do diplomacy, presumably you could fight your way through it as well.</p>Johnny Jim-Jon2021-10-23T16:02:39ZStarfinder Society Scenario #1-20: Duskmire Accord 9: I had a blast (5 stars)Aerondorhttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92020-05-25T09:08:07Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>I went into this knowing nothing about it, playing a solider. </p>
<p>And well... we partied hard with the Yeti, getting covered in mud, checking our their recreational pass times and drinking heavily. Everyone got into the whole RP side of it. </p>
<p>Then, after recovering from our hangovers and some of us changing into more respectable attire, we went off to talk to another group. Who also totally just wanted to grow their crops. Luckily we were all for growing vegetables, and even more for eating them. So a meal later we had two sets of allies. </p>
<p>Then... the ghostly swamp. Okay, so those mushrooms looked totally edible...</p>
<p>Anyway, avoiding spoilers, we managed to put the ghost to rest, ate our fill, drank far too much, inhaled the smoke of inspiration and got thoroughly covered in mud.</p>
<p>Not a shot was fired, but everyone had a great time (players and characters)</p>
<p>While I wouldn't want every scenario to be like this one, as a change of pace it was fantastic. Just because you are playing a low skill character doesn't mean you can't have a great time role playing in the vault of Duskmire.</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>I went into this knowing nothing about it, playing a solider. </p>
<p>And well... we partied hard with the Yeti, getting covered in mud, checking our their recreational pass times and drinking heavily. Everyone got into the whole RP side of it. </p>
<p>Then, after recovering from our hangovers and some of us changing into more respectable attire, we went off to talk to another group. Who also totally just wanted to grow their crops. Luckily we were all for growing vegetables, and even more for eating them. So a meal later we had two sets of allies. </p>
<p>Then... the ghostly swamp. Okay, so those mushrooms looked totally edible...</p>
<p>Anyway, avoiding spoilers, we managed to put the ghost to rest, ate our fill, drank far too much, inhaled the smoke of inspiration and got thoroughly covered in mud.</p>
<p>Not a shot was fired, but everyone had a great time (players and characters)</p>
<p>While I wouldn't want every scenario to be like this one, as a change of pace it was fantastic. Just because you are playing a low skill character doesn't mean you can't have a great time role playing in the vault of Duskmire.</p>Aerondor2020-05-25T09:08:07ZStarfinder Society Scenario #1-20: Duskmire Accord 9: Great Scenario with some Questions/Suggestions (5 stars)jrock9430https://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92020-05-05T01:38:20Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Played on 5/04/2020, Subtier 1-2, 6 Players total.</p>
<p>Fantastic Scenario:
<br />
Exciting Sandbox, where you're not forced in any particular direction; become the aggressor, peaceful diplomat, or a mix of both. Lightly based on themes from Maze Runner and The Hunger Games. I highly recommend playing this one and I can't wait to run it in the future.</p>
<p>Questions/Suggestions with SPOILERS:
<br />
Hopefully there will be a continuation at some point b/c the experimenters are never revealed; where did that drone originate from anyway. Maybe I missed something, but there wasn't a sense of closure except for the fate of the races therein. I didn't play (or run) SFS #1-09, which might have provided some answers surrounding my quandary (?).</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Played on 5/04/2020, Subtier 1-2, 6 Players total.</p>
<p>Fantastic Scenario:
<br />
Exciting Sandbox, where you're not forced in any particular direction; become the aggressor, peaceful diplomat, or a mix of both. Lightly based on themes from Maze Runner and The Hunger Games. I highly recommend playing this one and I can't wait to run it in the future.</p>
<p>Questions/Suggestions with SPOILERS:
<br />
Hopefully there will be a continuation at some point b/c the experimenters are never revealed; where did that drone originate from anyway. Maybe I missed something, but there wasn't a sense of closure except for the fate of the races therein. I didn't play (or run) SFS #1-09, which might have provided some answers surrounding my quandary (?).</p>jrock94302020-05-05T01:38:20ZStarfinder Society Scenario #1-20: Duskmire Accord 9: Space Diplomacy (5 stars)Eric Collins - Francehttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92019-06-14T20:36:41Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>A very fun scenario, with really crazy and surprising NPCs, and a lot of cool interaction.
<br />
My first scenario where not a single shot was fired (nor blow exchanged) and I had a ball (though I was mainly a fighter, and no diplomat).</p>
<p>Orginal and nice.</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>A very fun scenario, with really crazy and surprising NPCs, and a lot of cool interaction.
<br />
My first scenario where not a single shot was fired (nor blow exchanged) and I had a ball (though I was mainly a fighter, and no diplomat).</p>
<p>Orginal and nice.</p>Eric Collins - France2019-06-14T20:36:41ZStarfinder Society Scenario #1-20: Duskmire Accord 9: Just misses the mark (1 star)AFlashInTimehttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92019-05-05T15:33:59Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Based on my experiences running and playing at my local gaming store…</p>
<p>I really wanted to like SFS 1-20. The scenario picks up where SFS 1-09 Live Exploration Extreme!! left off on Salvation’s End, so weird things happening in the scenario should be expected. The scenario just fell short for me in terms of both flavor and mechanical execution. I can say that this is the first scenario I’ve rated as 1 star after reviewing every SFS scenario in chronological order of release, and as of SFS 1-35 was my least favorite to play through. The scenario didn’t do everything wrong, but it just missed it for me. Details below. </p>
<p>The good news</p>
<p>[Spoiler omitted]</p>
<p>Where things might’ve gone wrong</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Based on my experiences running and playing at my local gaming store…</p>
<p>I really wanted to like SFS 1-20. The scenario picks up where SFS 1-09 Live Exploration Extreme!! left off on Salvation’s End, so weird things happening in the scenario should be expected. The scenario just fell short for me in terms of both flavor and mechanical execution. I can say that this is the first scenario I’ve rated as 1 star after reviewing every SFS scenario in chronological order of release, and as of SFS 1-35 was my least favorite to play through. The scenario didn’t do everything wrong, but it just missed it for me. Details below. </p>
<p>The good news</p>
<p>[Spoiler omitted]</p>
<p>Where things might’ve gone wrong</p>
<p>[Spoiler omitted]</p>
<p>[Spoiler omitted]</p>AFlashInTime2019-05-05T15:33:59ZStarfinder Society Scenario #1-20: Duskmire Accord 9 (5 stars)Jessica Catalanhttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92019-01-31T19:53:17Z<p>This scenario is a fun romp that will take cunning, diplomacy, and tact to accomplish non-violently — which is totally possible. On the other hand it could take might, intimidation, and battle to see this one through. There’s more than one way to accomplish your mission, and characters on either path will be faced with a variety of decisions and a moral dilemma or two. This scenario takes our preconceptions and tips them on their head, which is always a nice change of pace. I really enjoyed it and loved all the inhabitants of the Vault.</p><p>This scenario is a fun romp that will take cunning, diplomacy, and tact to accomplish non-violently — which is totally possible. On the other hand it could take might, intimidation, and battle to see this one through. There’s more than one way to accomplish your mission, and characters on either path will be faced with a variety of decisions and a moral dilemma or two. This scenario takes our preconceptions and tips them on their head, which is always a nice change of pace. I really enjoyed it and loved all the inhabitants of the Vault.</p>Jessica Catalan2019-01-31T19:53:17ZStarfinder Society Scenario #1-20: Duskmire Accord 9 (4 stars)Woranhttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92019-01-21T10:02:48Z<p>A very interesting scenario, that turns a lot of assumptions up on its head. You'll have a lot more fun if you enter this with an open mind. Murderhobos will not have a good time.</p><p>A very interesting scenario, that turns a lot of assumptions up on its head. You'll have a lot more fun if you enter this with an open mind. Murderhobos will not have a good time.</p>Woran2019-01-21T10:02:48ZStarfinder Society Scenario #1-20: Duskmire Accord 9: class dependent? (3 stars)Zarichttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92018-12-13T03:06:14Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>I felt like this adventure is VERY class dependent. Certain classes are going to thrive and shine in this adventure. While other classes are going to have a tough time and won't be able to contribute.</p>
<p>It was only my second time playing a SFS adventure. I choose to do a pre-generated character, just to make it simple. But that choice was super-important, and led to a very mediocre adventure (for me). I wish the GM has given a little more guidance that could of helped my choice by more meaningful.</p>
<p>[Spoiler omitted]</p>
<p>Certain classes are going to rate this a 5 star adventure, while others may only give it a 1. I tried to balance it, thus the three star rating.</p>
<p>I will not be deterred, and hope to play more adventures. Unfortunately, my character wasn't a relevant participant in the story, and instead was just a sideline observer. So if you are running this adventure, you may want to give the players a heads up, or they could be disappointed.</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>I felt like this adventure is VERY class dependent. Certain classes are going to thrive and shine in this adventure. While other classes are going to have a tough time and won't be able to contribute.</p>
<p>It was only my second time playing a SFS adventure. I choose to do a pre-generated character, just to make it simple. But that choice was super-important, and led to a very mediocre adventure (for me). I wish the GM has given a little more guidance that could of helped my choice by more meaningful.</p>
<p>[Spoiler omitted]</p>
<p>Certain classes are going to rate this a 5 star adventure, while others may only give it a 1. I tried to balance it, thus the three star rating.</p>
<p>I will not be deterred, and hope to play more adventures. Unfortunately, my character wasn't a relevant participant in the story, and instead was just a sideline observer. So if you are running this adventure, you may want to give the players a heads up, or they could be disappointed.</p>Zaric2018-12-13T03:06:14ZStarfinder Society Scenario #1-20: Duskmire Accord 9: Multiple paths to the finish=low railroading. (4 stars)VampByDayhttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92018-12-03T19:41:40Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Interesting scenario and hard to rate. It certainly isn’t your typical scenario, as it is possible to only have one fight during it. Lots of diplomacy and social interactions, and a fun and unique enemy to boot. The only issue is; my character came up with what I thought was a unique solution to the problem, but I’m not sure if the solution worked because of my logic or because that’s the situation that the game expected, or because ANY solution would work. Anyway, decent scenario with multiple ending paths depending on how your party wants to roll.</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Interesting scenario and hard to rate. It certainly isn’t your typical scenario, as it is possible to only have one fight during it. Lots of diplomacy and social interactions, and a fun and unique enemy to boot. The only issue is; my character came up with what I thought was a unique solution to the problem, but I’m not sure if the solution worked because of my logic or because that’s the situation that the game expected, or because ANY solution would work. Anyway, decent scenario with multiple ending paths depending on how your party wants to roll.</p>VampByDay2018-12-03T19:41:40ZStarfinder Society Scenario #1-20: Duskmire Accord 9: Fun NPCs to Meet or Be (5 stars)BigNorseWolfhttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92018-11-06T06:25:27Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>This is definitely a different kind of adventure which is fine every once in a while. There's a lot of interesting NPCs to interact with and whether you want to talk it out or slaughter them it's up to you.</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>This is definitely a different kind of adventure which is fine every once in a while. There's a lot of interesting NPCs to interact with and whether you want to talk it out or slaughter them it's up to you.</p>BigNorseWolf2018-11-06T06:25:27ZStarfinder Society Scenario #1-20: Duskmire Accord 9: A Diplomancer's Dream (2 stars)Jhaemanhttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92018-10-11T06:17:57Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>NO SPOILERS</p>
<p><b><i>Duskmire Accord 9</b></i> is one of those scenarios that have a great premise but just don't quite come together because of some flaws in execution. I played through it at Subtier 1-2 with my "Stephen Hawking" PC and finding it rather boring. It's a very low (possibly no) combat scenario, so if you're looking for something RP-heavy, this could be a reasonable choice. It does advance the Salvation's End storyline and has some value from that perspective. </p>
<p>SPOILERS</p>
<p><b><i>Duskmire Accord 9</b></i> takes up the ball from <i>Live Exploration Extreme!!</i> and runs with it. In that scenario, Starfinders discovered that several vaults in the artificial moon of Salvation's End were self-contained experiments run by an unknown intelligence. In this scenario, the Society has established a new lodge on the moon run by a drow Venture-Captain named Kunoris Vex. I like how Vex's personality is established immediately (though it would have been even cooler if he had been foreshadowed in earlier scenarios). Vex's briefing explains that one of the vaults, labelled only "Duskmire Accord", is the source of strange energy readings and that neither technological nor magical means have allowed outside surveillance. Thus, a team has to be sent in, and that's of course where the PCs get to step up and shine.</p>
<p>Once they get inside, the PCs realize that this particular vault replicates a natural setting with a river, a waterfall, and swampland. A holographic projection immediately appears and tells the PCs that their goal is to "achieve dominance" over the other "resident powers" within the area and then "enter the temple and be released." </p>
<p>While exploring, the PCs will discover that the three "resident powers" are made up of gnolls, yetis, and (perhaps the most odd) a unicorn. But expectations of these races' behavior are dashed, because the gnolls are peaceful farmers, the yetis are lazy and intoxicated, and the unicorn is a vicious murderer of anything that trespasses into its swamp. The heart of this scenario is the PCs making contact with each of these races and either entering peaceful negotiations with them or combat. When I played through the scenario, we had a "Diplomancer" in the group with a Diplomacy score high enough that he couldn't realistically fail any of the DCs. This meant that we essentially watched as he worked out a treaty between the three groups, which was a fairly boring experience. The problem is that the DCs were too low, the consequences of failure (and subsequent retries) were either not severe or not spelled out, and there wasn't a lot that others could do besides Aid Another. The unicorn was the hardest to win over in a peaceful fashion, but even then I never felt any real risk or danger. (I will confess that a unicorn with a grenade launcher is an awesome idea!)</p>
<p>Other groups, of course, may have very different attitudes and start combat with some or all of the groups, which would lead to a very different experience. But for the session I was in, there was no combat at all except a quick one-round (optional) capture of a drone.</p>
<p>While the PCs are traipsing back and forth across the vault to make contact with the residents, they'll realize that a forcefield has sprung up across the entrance to the vault. This force field has the "power of plot", so the PCs aren't getting out until they succeed on the mission. In addition, the PCs will sooner or later find a large temple in the center of the vault. However, it's completely sealed from top to bottom, and there's no way in until the mysterious intelligence determines that "dominance" has occurred.</p>
<p>What's really going on here is an experiment to see which of the three different alien races brought into the vault (with no real memories of their prior lives) will kill or enslave the other two. Once that's done, the vault "resets"—and it's currently on the ninth iteration! I like high concept, classic science-fiction storylines like this one (it reminds me of a Star Trek episode). I just wish the PCs' role in the story had been more fun.</p>
<p>Anyway, when the PCs subdue or make peace between the groups, they gain admittance to the temple. There's a weird bit at the end where the temple exits seal and a countdown to "Duskmire sterilization protocols" starts. This is a final experiment that I guess is to see what the PCs will do if they think everyone they've just met is about to be murdered, but it falls flat because there's nothing for them •to• do. Unless they are •very• bad at skills, they'll realize it's a hoax and that everything will be fine. And from a metagame perspective, there are no consequences for anything the PCs say or do while in the temple. Again, an interesting idea (placing the PCs in some sort of dilemma to see what they'll do) that fails in execution.</p>
<p>I've been a bit harsh in this review, but that's only because I can see the potential just underneath the surface. Add in a couple of combat encounters to spice things up, require more PCs to participate in the negotiations in order for them to be successful, have something riding on what the PCs do at the end in the temple, and then there's an exciting, interesting scenario. But as it currently stands, <b><i>Duskmire Accord 9</b></i> just doesn't get there. I am still looking forward, however, to seeing what's next in the Salvation's End storyline.</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>NO SPOILERS</p>
<p><b><i>Duskmire Accord 9</b></i> is one of those scenarios that have a great premise but just don't quite come together because of some flaws in execution. I played through it at Subtier 1-2 with my "Stephen Hawking" PC and finding it rather boring. It's a very low (possibly no) combat scenario, so if you're looking for something RP-heavy, this could be a reasonable choice. It does advance the Salvation's End storyline and has some value from that perspective. </p>
<p>SPOILERS</p>
<p><b><i>Duskmire Accord 9</b></i> takes up the ball from <i>Live Exploration Extreme!!</i> and runs with it. In that scenario, Starfinders discovered that several vaults in the artificial moon of Salvation's End were self-contained experiments run by an unknown intelligence. In this scenario, the Society has established a new lodge on the moon run by a drow Venture-Captain named Kunoris Vex. I like how Vex's personality is established immediately (though it would have been even cooler if he had been foreshadowed in earlier scenarios). Vex's briefing explains that one of the vaults, labelled only "Duskmire Accord", is the source of strange energy readings and that neither technological nor magical means have allowed outside surveillance. Thus, a team has to be sent in, and that's of course where the PCs get to step up and shine.</p>
<p>Once they get inside, the PCs realize that this particular vault replicates a natural setting with a river, a waterfall, and swampland. A holographic projection immediately appears and tells the PCs that their goal is to "achieve dominance" over the other "resident powers" within the area and then "enter the temple and be released." </p>
<p>While exploring, the PCs will discover that the three "resident powers" are made up of gnolls, yetis, and (perhaps the most odd) a unicorn. But expectations of these races' behavior are dashed, because the gnolls are peaceful farmers, the yetis are lazy and intoxicated, and the unicorn is a vicious murderer of anything that trespasses into its swamp. The heart of this scenario is the PCs making contact with each of these races and either entering peaceful negotiations with them or combat. When I played through the scenario, we had a "Diplomancer" in the group with a Diplomacy score high enough that he couldn't realistically fail any of the DCs. This meant that we essentially watched as he worked out a treaty between the three groups, which was a fairly boring experience. The problem is that the DCs were too low, the consequences of failure (and subsequent retries) were either not severe or not spelled out, and there wasn't a lot that others could do besides Aid Another. The unicorn was the hardest to win over in a peaceful fashion, but even then I never felt any real risk or danger. (I will confess that a unicorn with a grenade launcher is an awesome idea!)</p>
<p>Other groups, of course, may have very different attitudes and start combat with some or all of the groups, which would lead to a very different experience. But for the session I was in, there was no combat at all except a quick one-round (optional) capture of a drone.</p>
<p>While the PCs are traipsing back and forth across the vault to make contact with the residents, they'll realize that a forcefield has sprung up across the entrance to the vault. This force field has the "power of plot", so the PCs aren't getting out until they succeed on the mission. In addition, the PCs will sooner or later find a large temple in the center of the vault. However, it's completely sealed from top to bottom, and there's no way in until the mysterious intelligence determines that "dominance" has occurred.</p>
<p>What's really going on here is an experiment to see which of the three different alien races brought into the vault (with no real memories of their prior lives) will kill or enslave the other two. Once that's done, the vault "resets"—and it's currently on the ninth iteration! I like high concept, classic science-fiction storylines like this one (it reminds me of a Star Trek episode). I just wish the PCs' role in the story had been more fun.</p>
<p>Anyway, when the PCs subdue or make peace between the groups, they gain admittance to the temple. There's a weird bit at the end where the temple exits seal and a countdown to "Duskmire sterilization protocols" starts. This is a final experiment that I guess is to see what the PCs will do if they think everyone they've just met is about to be murdered, but it falls flat because there's nothing for them •to• do. Unless they are •very• bad at skills, they'll realize it's a hoax and that everything will be fine. And from a metagame perspective, there are no consequences for anything the PCs say or do while in the temple. Again, an interesting idea (placing the PCs in some sort of dilemma to see what they'll do) that fails in execution.</p>
<p>I've been a bit harsh in this review, but that's only because I can see the potential just underneath the surface. Add in a couple of combat encounters to spice things up, require more PCs to participate in the negotiations in order for them to be successful, have something riding on what the PCs do at the end in the temple, and then there's an exciting, interesting scenario. But as it currently stands, <b><i>Duskmire Accord 9</b></i> just doesn't get there. I am still looking forward, however, to seeing what's next in the Salvation's End storyline.</p>Jhaeman2018-10-11T06:17:57ZStarfinder Society Scenario #1-20: Duskmire Accord 9: Bring your diplomats (4 stars)OtrovaGomashttps://paizo.com/products/btpya0dv?Starfinder-Society-Scenario-120-Duskmire-Accord-92018-08-29T15:29:34Z<p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Great flavorful scenario, if you can hold you itchy trigger finger your diplomancer will have a blast</p><p><b>Starfinder Society Scenario #1-20: Duskmire Accord 9</b></p><p>Great flavorful scenario, if you can hold you itchy trigger finger your diplomancer will have a blast</p>OtrovaGomas2018-08-29T15:29:34Z