When a routine salvage operation deep in the Vast goes awry, the skittermanders Dakoyo, Gazigaz, Nako, and Quonx must board a luxurious cruise liner controlled by a rogue artificial intelligence to save their vesk boss and a group of hapless passengers. All manner of obstacles block their path to success, from malfunctioning massage tables to cybernetic undead to vermin from another plane, but if the skittermanders can work together (something skittermanders do best), they are sure to be hailed as tiny, furry heroes! That is, of course, if the passing pirate starship doesn't blast them all out of space first...
In addition to this exciting adventure, this book includes four pregenerated characters that are ready to play, with full stat blocks and backstories. The inside back cover also holds a wealth of information that will help you roleplay the six-armed creatures, such as their species' thoughts on food, religion, and how to relate to other cultures, as well as examples of skittermander slang.
Skitter Shot is an adventure for four skittermander characters who are eager to help those in need and explore a seemingly abandoned starship, written for the wildly popular Starfinder Roleplaying Game.
Pregenerated Characters: This module include four 2nd-level skittermander characters: Dakoyo, Gazigaz, Nako, and Quonx. Download the pregenerated characters (1.1MB zip/PDF)
Release: This special 16-page Starfinder adventure was created for Free RPG Day on June 16, 2018. The print edition will be available for sale and a free download will be available on paizo.com beginning July 1, 2018.
Note: Due to the special nature of this product, it is NOT part of any subscription.
Other Resources: This product is also available on the following platforms:
Skitter Shot is an enjoyable short adventure. I recently ran it with
four friends playing only the included characters, and it was a
success. The exciting plot propelled the game forward quickly, and the
some of the encounters posed real challenges. Overall, it’s a
well-written, carefully detailed and self-contained module that is
definitely worth more than its $0.00 price tag. I absolutely recommend
running this game if you’re in search of a good Starfinder one-shot, and kudos to Paizo for making available at no cost!
A few quibbles and thoughts on the module:
The plot plays to the helpful, nature of the skittermanders, but
otherwise provides limited material for a “skittermander game”. Unlike
Paizo’s goblin campaigns, Skitter Shot basically sticks some
skittermanders in a normal Starfinder adventure. This is fine, but
doesn’t develop the race’s character or culture much. The campaign
comes with a “10 facts about skittermanders” page and some
“skittermander slang” infoboxes. This is nice, but, without any
skittermander NPCs, it’s up to the players to make use of these
details. Mine ignored them.
The pregenerated party is well-balanced, but the mystic Dakoyo seems
totally unsuited for the adventure. He’s a capable healer, but his
weapons (needler pistol and battle staff) are inadequate, his major
damage-dealing spell (mind thrust) is useless against the game’s
construct enemies, and he has no skills relevant to starship combat.
In my game, Dakoyo spent 90% of his combat time hurling debris with
Telekinetic Projectile, but, due to his low stats and all-kinetic
attacks, had a pretty hard time hitting anything. I would advise a
player to make their own mystic rather than play Dakoyo.
SPOILERS BELOW
The micrometeoroid storm was punishing for one character (15 damage,
taking out all of their SP) and wallpaper for the rest. Since it’s not
important to the plot and can hobble the party “out of the gate”, I’d
recommend dropping it.
It’s a short adventure, but it’s disappointing that large chunks of
the Emerald Empyrean are mostly empty. In particular, the casino and
cabin areas seem like missed opportunities, and you may want to add
something to these areas.
Another reviewer mentioned the difficulty of solving the observation
deck encounter without someone with a strong Mysticism check. This
wasn’t a problem with my party, but Nako did choose to try to smash
one of the pedestals—which I allowed her to do, after coming up with
some item stats. It might take a while, but this brute-force solution
seems reasonable for a mysticism-challenged party.
My players opted out of the Pirate Attack! section of the module,
which made the ending a little anticlimactic. There’s an option for a
short version of the starship battle (namely to have the pirate flee
after taking HP damage), which I’d recommend over dropping the battle
entirely.
Skitter Shot is Paizo’s Free RPG Day offering for Starfinder in 2018. It’s a standalone, one-shot adventure that casts the players in the role of skittermanders, the delightfully friendly and (sometimes over-)helpful race of six-armed aliens that have become the game’s unofficial mascot through popular appeal. This review is based on playing through it once and then reading it. Overall, it’s a fun adventure that, despite a few flaws, should leave players in a good mood when they’re done with it. It’s really hard to hate skittermanders because they’re just so darned . . . helpful!
SPOILERS
The premise of Skitter Shot is that a vesk space scavenger named Nakonechkin has hired a crew of four skittermanders to help him with his work. When Nakonechkin disappears while exploring a luxury liner that’s inexplicably drifting in space, it’s up to the skittermanders to find him and figure out what’s wrong. The answer turns out to be a rogue AI on the cruise ship that has turned the ship’s systems against its crew and passengers! To save the day, the skittermanders will need to disable the AI and fight off a hostile pirate ship.
The inside front cover of the module provides the layout of the cruise ship, while the inside back cover provides a nice list of “10 Facts About Skittermanders” that should be read to players before the session. The module comes with a full-page character sheet for each of the skittermanders (they’re Level 2) that includes an entertaining bio and high-quality artwork. Each of the skittermanders has a distinct personality and role, which always helps to bring pre-gens to life.
The adventure itself is divided into three parts.
In Part 1, “Docking Procedures,” the PCs realize that Nakonechkin has been gone for too long and isn’t responding to communications. They’ll have to do a spacewalk over to the cruise ship (the “Emerald Empyrean”) and force their way through an airlock to gain entry. Apart from the risk of being struck by micro-meteteroids, this part’s pretty easy and straightforward.
Part II, “Relaxation Protocols,” is where the adventure really heats up. The PCs have to fend off security robots who think they are “pets” and should be caged accordingly, robotic massage tables that have trapped Nakonechkin into an endless (and painful) massage, strange shadowy caterpillar-like creepers that have somehow drifted onto the ship from the Shadow Plane, a former crew member that has arisen as a cybernetic zombie, and more. The encounters are done well and are interesting, but I did find that as both a player and a later reader that it was hard to make sense of how some of the encounters could be traced to the rogue AI aboard the ship.
Part III, “Termination Measures,” is where the PCs have to do a sort of skills challenge (complicated by radiation and electricity traps) in order to shut down the rogue AI. There’s a problem in the encounter design for this one that is also found in the earlier encounter against the shadow creepers: only one of the four PCs has the skills necessary to succeed, and if that PC is dead or disabled, the party is pretty much out of luck! More specifically, only the one PC trained in Engineering can disable the AI, and only the one PC trained in Mysticism can stop the shadow creepers from respawning each round. Arguably, this could be a way for each PC to get a chance to shine, but with a little bad luck the PCs could find themselves in an unwinnable situation. This part of the adventure also has a battle against space pirates (optional if time is short) that suffers from the same problem I’ve unfortunately found with Starfinder starship combat in general: it’s a long slog that provides more tedium and frustration than exciting thrills. Still, it is a way to show new players what the system has to offer. [as an aside, the artwork for the pirate ship depicts a witch straight out of the credits from Bewitched, something that I found distracting for a futuristic SF game set in another galaxy!]
There’s then a nice little conclusion that has Navonechkin offering the skittermanders their own ship as partners in his business, setting things up nicely for future adventures in future years. I would like to see more skittermander adventures in the future—they were fun and very different to the normal tone of the game; as long as they don’t get overused.
Overall, although not perfect, you really can’t complain about such a well-done, professionally written and illustrated adventure that is 100% free. It’s an entertaining, welcome addition to what Starfinder has to offer.
2016 looks like a typo.looks fun and I hope skittermander don't gain time travel.
Release: This special 16-page Starfinder adventure was created for Free RPG Day on June 16, 2016. The print edition will be available for sale and a free download will be available on paizo.com beginning July 1, 2016.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
IIRC, the various WBG scenarios had semi-official (or even all-the-way official) 'extra' Goblin pregens made available, sometimes by the developers, allowing up to 6 people to play at once.
Any chance of that happening here?
Mainly asking for SFS, since obviously GMs can make their own extra Skitters in home games.
I am hoping to run this at my local store to generate more interest in RPGs in general. However, since he is mostly a MtG and Comic book store, he will not be purchasing a kit for Free RPG day this year. Is there any way that I can get a PDF copy prior to Free RPG day for both scenarios, so that I can print/bind/ and prep all the maps? Is this going to be available to VCs that have GMs that will run the scenario to generate interest? My VC is aware of the situation and stated he will try and help out.
Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Charter Superscriber
So how much time are the Free RPG Day mods expected to run? Its the first time my game store has participated but the owner wants all RPGs ran to last only 2 hours to maximize the number of people participating. But I argued that 3 hours would be better for the mods that come out that day.
So how much time are the Free RPG Day mods expected to run? Its the first time my game store has participated but the owner wants all RPGs ran to last only 2 hours to maximize the number of people participating. But I argued that 3 hours would be better for the mods that come out that day.
While i will only get the Skitter Shot module next week, from gamemastering experience of the "We be Goblins" modules, unexperienced players will need about 4 to 5 hours to play through the entire module.
Experienced Pathfinder players can do it in 3h, but 2h seems impossible to me.
As soon as i get this, i'll testplay it with my group, i will post the needed time here afterwards. :-)
So how much time are the Free RPG Day mods expected to run? Its the first time my game store has participated but the owner wants all RPGs ran to last only 2 hours to maximize the number of people participating. But I argued that 3 hours would be better for the mods that come out that day.
I would say Marco Massoudi's assessment of time is spot on.
Another thing that can make these run a bit longer is that while they get Organized Play sanctioning, they still are formatted as a standard module. That means there isn't nearly as much box text or "If the PC's ask the following..." elements to help streamline a session. Since this is the first Starfinder Free RPG Day offering, that may have changed but historically, that's how they have been presented.
The only thing that "We be Goblins" did far superior is having great individual minis available - we don't even have different Skittermander adults pawns in the Alien Archives box - there are six which look exacly the same - no different fur colors sadly.
Yeah, but it was years before we had We Be Goblin minis. Give it time. Plus, once you have the module its not that hard to make pawns for the Skittermanders. I did, it took me maybe an hour from scanning to finished pawn.
It seems there is a small error in the character sheets. The attack bonuses of tactical batons and survival knifes are wrong because they are operative weapons and should use the Dex bonus.
I just read the chronicle sheet. Question: Does the Playing/GMing "An Entire Adventure Path Volume" mean all 6 parts of an AP, or just 1 part?
And if we're GMing either a scenario or the AP in 'Campaign Mode' does the GM sign it, or do we need to find a VO or something to sign on top of that (for the GM)? The line about the Event Coordinator is the part that's confusing. I think GM's can be their own Event Coordinators, but I'm not sure.
If GM's are allowed to sign their own boxes (for scenarios/APs they run), should they note the chronicle sheets that apply on this chronicle sheet?
I just read the chronicle sheet. Question: Does the Playing/GMing "An Entire Adventure Path Volume" mean all 6 parts of an AP, or just 1 part?
And if we're GMing either a scenario or the AP in 'Campaign Mode' does the GM sign it, or do we need to find a VO or something to sign on top of that (for the GM)? The line about the Event Coordinator is the part that's confusing. I think GM's can be their own Event Coordinators, but I'm not sure.
If GM's are allowed to sign their own boxes (for scenarios/APs they run), should they note the chronicle sheets that apply on this chronicle sheet?
Volume would be each book of an AP, not the entire AP. I believe it would need to be something "played for credit." So the person checking off the box on the chronicle here, would be the same one signing your chronicle for the AP. (Shouldn't matter if it is "campaign mode" as long as it is played "for credit" with the applicable rules for campaign mode)
Also, I take it this is NOT an 'evergreen' adventure, despite the low level?
I know the "getting credit" portion says: once for GM, once for Player. But people will ask if there was supposed to be an exception... cue preemptive annoyance
They'd get them if they GMd it multiple times. It specifies you don't get a box for the scenario you received the chronicle for. If they GMd in the morning, played it in the afternoon, then GMd it again in the evening they should get three or four boxes checked off. Depending on if they have rsp or not.
It actually looks like this one can never be applied while playing to this sheet per the wording of the boon but you could and do get it as a GM
• 1 box for playing 4 hours of quests, a scenario, or a 16-page module (not including this one)
• 2 boxes for playing an entire Adventure Path volume.
• 2 boxes for GMing 4 hours of quests, a scenario, or a 16-page module.
• 3 boxes for GMing an entire Adventure Path volume.
• 3 boxes for GMing at an event that received Paizo Event Support or a Regional Support Package.
The bold part is the only part saying when you cant get credit for it.
Two characters argue in front of a post with several notices nailed up, saying the name on the sheet behind the one they've just torn off.
"Rabbit Season!"
"Duck Season!"
"Rabbit Season!"
<beat>
Two characters look the remaining sheet hammered to the post and turn to the camera.
"Con Season!"
Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Charter Superscriber
Boons of this nature rarely allow you to retroactively check things off. I believe its safe to say that if it was going to allow that it would have included the wording in the boon itself, likewise it wouldn't have an issue of you checking a box for playing the scenario itself. Retroactive activated boons can cause unforeseen consequences.
It says the release date in the description: "The print edition will be available for sale and a free download will be available on paizo.com beginning July 1, 2018."