Starfinder Adventure Path #13: Fire Starters (Dawn of Flame 1 of 6)

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Starfinder Adventure Path #13: Fire Starters (Dawn of Flame 1 of 6)
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It Takes One Spark

A magical portal to the Plane of Fire disappears into the sun just after something exits it for the first time in recorded history. An overwhelming telepathic burst from within the star quickly follows, and a scientist recruits the heroes to help her find out what’s going on. The mission takes the heroes to a lashunta enclave called Asanatown in the Burning Archipelago, a bubble-city in the sun’s atmosphere, to meet with another scientist who can help. Before that meeting can happen, however, the psychic disturbance leads radicals among the telepathically sensitive lashuntas to take matters into their own hands, closing Asanatown off from the rest of the sun-based city. Trapped, the heroes must rescue their contact and return power to the proper authorities to escape!

This volume of Starfinder Adventure Path begins the Dawn of Flame Adventure Path and includes:

  • "Fire Starters," a Starfinder adventure for 1st-level characters, by James L. Sutter.
  • A survey of Asanatown, the lashunta enclave within the Burning Archipelago, by Jason Tondro.
  • A look at the Church of Sarenrae and its worshippers from the Pact Worlds and beyond, as well as new equipment for those devoted to the Dawnflower, by Patrick Brennan.
  • An archive of extraplanar threats, from ifrits touched by the Plane of Fire to the chaotic rifti proteans, by Leo Glass, Owen K.C. Stephens, and James L. Sutter.
  • Deck plans and statistics for a Sarenite vessel that patrols near the sun, by Jason Keeley, and a look at a beautiful resort planet with ties to the Plane of Water, by Lacy Pellazar.

ISBN-13: 978-1-64078-110-8

The Dawn of Flame Adventure Path is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.2 MB PDF).

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Surprisingly Pedestrian

3/5

NO SPOILERS

A couple of years back, seeing my subscription to the Starfinder Adventure Path result in more and more issues on the shelf, I decided I better run one of them! I went with Dawn of Flame because I was playing in a Dead Suns campaign, wanted to save the three-chapter APs like Signal of Screams, and didn't want to choose something too new because occasionally there are fun little references to previous APs in newer ones. For this play-by-post campaign, I decided to go with the premise that the PCs were members of a scientific expedition from Near Space sent by a university consortium to research the Pact Worlds' sun (known as Mataras). It was really fun selecting applicants through an "academic interview" process. I mention all that only because one of the notable things about the first chapter of the AP, Fire Starters, is how little space it gives to adventure hooks--there are literally only a few sentences that amount to "it's up to the players how they got together and why they're here." Sadly, gone are the days of the amazing AP Player's Guides that lured me to Pathfinder to begin with.

I was very excited to see James Sutter as the author of the first chapter's adventure--I've been a huge fan of his ever since his work on City of Strangers, the Kaer Maga supplement, and his novels are also excellent. His work is edgy, original, and full of surprises. Unfortunately, for whatever reason, Fire Starters comes off as almost intentionally pedestrian and generic. The resulting adventure could have been set pretty much anywhere and has very little to do with the theme of the AP. I understand that sometimes some groundwork has to be laid to get the PCs into the overall plot and that things like character development takes time, but Fire Starters is unfortunately eminently forgettable. It just doesn't have any of the dramatic, amazing, memorable NPCs, encounters, or plot twists I expected Sutter to bring to the table. There's nothing bad or wrong with it--it's perfectly competent. Playing Fire Starters is like getting a PB&J when you were expecting a gourmet meal.

I will note the art design for the entire AP is excellent--the bold colours really pop, fit the theme perfectly, and lend the volumes an aesthetic very different than any of the other APs. The interior artwork is fine, and the maps are really good.

Although I'll talk about the adventure in greater depth below, in this "No Spoilers" section I'll cover the five parts of the issue's back matter--a new starship, a gazetteer of a location, an essay on a religion, a bestiary section, and description of a new planet.

First up is the "Aurora Yellow Dwarf" class starship (inside front- and back-covers). This Tier 3 starship is used by Sarenites to patrol the approach to the Burning Archipelago. It's really just too big for a short-range patrol ship (it has multiple *huge* cargo holds, for example) and gives me the impression that the designer don't really have a sense for how specialised and cramped military vessels tend to be out of both budget and efficiency concerns.

Second is "Asanatown" (8 pages), a gazetteer of one of the "bubble-cities" of the Burning Archipelago (the network of cities orbiting the sun). The place has a really interesting background as an enclave for lashunta who feel constant psychic stress while near the sun for some reason. That gives the residents a sort of siege mentality and makes paranoia a real concern. The entry is well-written with a lot to offer a GM who sets an adventure there. I particularly liked the "Centre for Eschatological Research", the potential schism between the "Church of the Burning Mother" and mainstream Sarenites, and a comedian who's a reptoid. I would quibble at the idea that a settlement of 5,000 allows for the purchase of tech level 20 items. This entry also has some "crunch" in the form of three new psychic-themed feats ("Telepathic Spy" is neat--eavesdrop on mental communications!) and some new pieces of equipment.

Third is "The Church of Sarenrae" (8 pages), an entry that longtime Pathfinder players may think is unnecessary. However, there's a lot of new information here about how the Goddess of the Sun is worshipped in Starfinder, especially in the Burning Archipelago. For example, did you know the discovery of the Burning Archipelago was made by a Sarenite? There's a good story here. The centrality of the Radiant Cathedral to the faith is also important. The section does briefly cover temples and worshippers beyond the Burning Archipelago (for example, the vesk call her Firescale), and ends with a couple of pages of new weapons and magic items for Sarenites--I particularly like the plasma scabbard.

This issue's "Alien Archives" (8 pages) has seven creature entries. Most of them are simply the Starfinder versions of creatures known to Pathfinder players: azers, imps, variant elementals (ice, lightning, and magma), efreet, and ifrits. The only truly original ones are "fire whales" (which have both creature and starship combat stats) and "rifti proteans". I think the rifti proteans are really fun. I don't like how one of the seven creatures has stats that are accessible only by reference to the adventure itself--I think it's better to have a strict separation to help avoid spoilers. Ifrits are given stats as a new playable race. With a couple of exceptions, not an impressive section.

The "Codex of Worlds" (1 page) introduces Zeres, a watery world that has been turned into a planet-wide luxury resort. Such places are a staple of space fantasy, and I'm happy to see one included here (though the addition of an adventure hook or two would have been nice).

SPOILERS!:

The premise of the entire AP is that an invasion is brewing deep in Mataras. In a background section for the GM, the adventure tells a really interesting story involving a mysterious entity from the Plane of Fire named Malikah (half-brother of Ragathiel) who has decided to expand her empire and reputation by establishing a permanent empire on the Material Plane--starting with the Pact Worlds' sun! To that end, Malikah has charged an efreet named General Khaim with making preparations for war, and he's claimed an abandoned magical city deep in the sun as his headquarters and named it the Crucible. But a peaceful species called the anassanois that also live deep in the sun have become aware of the invasion plans and have been sending vague psychic signals to warn the peoples of the Burning Archipelago. For the telepathic lashuntas, these signals are received as a constant background noise of anxiety and fear. All of this is just background, however, and the PCs won't learn any of it for several chapters of the AP.

Instead, from the PCs' perspective, the adventure starts in Part 1 with them witnessing a mysterious starship emerge from a portal near the sun, quickly followed by a massive "fire whale" that's attacking it. The PCs are supposed to engage the fire whale in starship combat (it's a pushover at 1/2 CR); I tend to think starting a campaign with starship combat is a bad idea, but fortunately it's the last one the players will have to deal with for a few chapters. The starship that was being chased ends up adrift, and the PCs are urged by the staff of a nearby space station to board it and investigate. It's essentially the "explore the derelict ship" cliche with an interesting (though hard to justify story-wise) mix of encounters: a hesper in the engine room, a fun rifti protean, a magma elemental, and an azer soldier working for General Khaim (though the PCs won't learn this). The azer is notable for wearing an allegiance collar, which is a decent plot device to keep the PCs from interrogating her--it disintegrates the wearer if they get captured. The main overall campaign story tie-in is that the PCs will find a holographic recording on the bridge from an ifrit named Tash, which reveals only cryptic references to Khaim, a place called Noma, and hints that he stole the starship. Mystery is good, but the whole thing might be too vague to really accomplish anything--I'm 99.9% sure, for example, that my players have completely forgotten about Tash as we continue on in Chapter 3.

Part 2 of the adventure has the PCs arriving in Asanatown (the bubble-city discussed in the "No Spoilers" section above). The premise is that the PCs have met a scientist named Taeress who promises she knows someone with connections to the Deep Culture Institute, an organisation devoted to studying the secrets of the sun. Taeress doesn't reveal right away that her "connection" is her ex-wife! The ex-wife, Nib, is a ysoki far more willing to go out on a scientific limb than Taeress. I really like this story element, as they're an endearing non-couple (who, with some intervention, might reunite!). The adventure element comes around because Nib is actually in the hands of rebels who have just seized Asanatown in a coup! The PCs need to extricate Nib (a known loudmouth) from the local police station, which is now in the hands of the rebels who call themselves the Sunrise Collective. There are a couple of other encounters on the street that are handled well, as they provide both peaceful and violent ways to resolve them. Even getting Nib sprung from jail can be handled through diplomacy, something my group managed.

Part 3 has the PCs trying to free Asanatown's city councillors who are being held hostage inside the central government building (on the premise that no one can leave the bubble-city until the security situation gets back to normal). The Sunrise Collective has believable defensive tactics and there are a couple of clever elements, like a secret tunnel under the building that allows the PCs to maneuver unseen. The encounters are also of the right difficulty level--my group teetered right on the edge of defeat before finally managing to beat the chapter boss.

As I mention above, there's nothing particular bad about the adventure. It just feels a bit like stalling until the real adventure begins, as terrorists (in this chapter) and gangs (in the next chapter) are pretty common Starfinder villains. There's a really subtle theme here that the players might pick up on in that the Sunrise Collective wanted to seize control of Asanatown in part because of their paranoia from the psychic background noise emanating from within the sun, but it's all too vague for any of it to really come together in a concrete way for the players.

On a general note, I found the lack of a Player's Guide problematic as the GM as well. It was really hard to guess how much PCs should know about things like azers, ifrits, efreet, the Plane of Fire, the history of the Burning Archipelago, etc. Similarly, although I manufactured my own adventure hook, the AP really needs to do a lot more to draw the PCs into the campaign.

All in all, Fire Starters is not an auspicious beginning to the Dawn of Flame adventure path--but things can always get better!


An okay beginning

3/5

An okay, above-average AP, mainly brought down by some of the over-arching meta issues present (ships relatively unimportant, and also given to you for the mission at hand, feels on rails).

The main issue and the reason I give it 3 stars is because it starts off with a ship fight, but....it issues you the ship by default, and kits it out with lasers, against an encounter which is RESISTANT TO BURNING.

This turns what is basically the players' first exposure to the AP into a boring "I kick you, you kick me" attrition fight with very little give. I strongly urge GM's to either swap the weapons on the starting ship, or give 2-3 fighter craft to your group instead.


A Psychic Catastrophe Looms

5/5

Fire Starters is a stunning start of the Dawn of Flame Starfinder Adventure Path. It packs two two seemingly unrelated scenarios - an exploration of a strange alien starship that emerged from the plane of fire, and a liberation of a town from fascist rebels that have seized power. How are these events connected? What is the source of the strange psychic rumblings emitting from the interior of the sun? And how will the PCs handle the weird and awesome challenges of the Burning Archipelago?

This AP book manages to bring a variety of interesting challenges, mysteries with just enough hints to get players wondering, prominent and colorful characters, and moral dilemmas to address. Despite its short length, it gives players a LOT to chew on, with serious variety. This is all fantastic and a big step up from some earlier Starfinder APs that felt shallow and one-dimensional.

There's not a lot of payoff on the mysteries established in this book, and the larger metaplot described in the beginning of the book is a bit vague and weak. But these elements can be tweaked by the GM to firm up the story and suit their particular party.

The Good (spoilers):
  • Colorful characters like Nib, Mims, and some of the antagonists, do a lot of good for the adventure. The relationship between Nib and Taeress is unusual for a tabletop adventure and can be emphasized or dropped to suit each GM or group. Trinipol is an eminently hateable antagonist, and the way he's built up over the latter half of the adventure is great.
  • There's a potential for real moral ambiguity in the second half of the adventure, depending on whether a GM wants to play up the degree to which the psychic signal from the sun is driving the Collective's actions. The strife within Asanatown feels true to life and serves as fantastic motivation for the party. And the adventure does a pretty good job of considering nonviolent solutions as viable. This is awesome.
  • The variety of encounters and situations is pretty good. Particularly memorable encounters were the invisible imp that joins other encounters at the Horizon House, the final clash with Trinipol (helped by a cool artwork), the con-shirren that tries to steal the PCs' starship, the whimsical protean in the Breath, and Mims the confused skittermander. The noncombat encounters and challenges all felt natural and logical.
  • The story of the latter chunk of the AP made a lot of sense and felt natural, allowing PCs to really engage in it. The first half with the starship exploration was a little game-y in comparison.
  • Really neat setting with some stellar art to show off.
  • There's enough detail in the Asanatown and Sarenrae articles for the GM to really expand the adventure and extrapolate when players take a different approach. This is really appreciated!

  • The Bad (spoilers):
  • The adventure doesn't lean into its unique setting well enough. It feels like it could have been set in many other places than inside the sun.
  • The overarching plot that gets foreshadowed and hinted at is quite weak. The Malikah and the General don't come off as compelling villains, and their goal of taking over the sun doesn't make a lot of sense. While this doesn't have much of an impact on this book (and remains out of view of the players), it means that the various hints given in this book are building up to nothing much. Not impossible to fix, but disappointing nonetheless. Additionally, some things happen in this adventure (like the Far Portal sinking into the sun) that don't get an explanation for the GM, leaving you in the dark as to their significance for further books. The storytelling style feels a little "Abrams Mystery Box".
  • Various minor plot holes dot the first half of the adventure. Most aren't glaring enough to be spotted by anything but the most inquisitive players, but they're clunky nonetheless. Particularly annoying is when the PCs are asked to physically take data from Far Station to the Burning Archipelago, as if there were no long-range comms in universe.

  • Rebel scum!

    5/5

    So this is pretty good start to the AP. I had actually forgotten before rereading this that this book has nice mix of different solutions than just besides combat. I mean I knew there were some nice roleplaying moments and/or funny moments(Taeress' and Nib's bickering and "Honorary Officer Mims" for example), but it was pretty easy to forget that the combat parts did provide supports for other methods. Like, its definitely bit bummer that book doesn't give detailed info on getting Nibs out of station with roleplaying, but its enough that its mentioned how you can speak yourself inside there and that lieutenant in charge can be convinced to release her in first place, its just up to players figure out how.

    Final part of the book also really note other scenarios than directly assaulting place, but considering its normal building with lots of windows, if players figure out to use sneak around and use a laser microphone to scout behind windows, they could locate the smug bastard behind the rebellion, attack him, take him out or capture him and then have a hostage to talk rest of insurrection into surrendering.(the fact book gives dc for convincing collective members to stand down after taking out their boss is nice :D Along with telling what happens to bosses if they are arrested)

    So yeah, besides genuinely funny moments, there are also lots of good moments with unorganized terrorist/rebellion group doing a coup and civilian unrest following that. I think the initial foreshadowing for future books with Tash's message and ship in general is nice too.

    Besides the adventure, Asanatown article(gotta love Chaz Bilgart) and Sarenrae article are fine :D Nothing super exciting, but they do good job of briefing on both. Bestiary is mostly old 1e monsters(with rifti protean being new) but its still nice to get genies back :D

    Sooo yeah, I give this 5 stars because of how solid it is and for the funny moments sprinkled through the adventure. I think it does great balance with serious and funny moments and its definitely interesting to have Evil aligned foes who don't think they are evil :D


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    Dark Archive

    1 person marked this as a favorite.

    I am at a strange place with this AP.
    The summary for the whole thing puts me off, as it has a too high fantasy feel (and also sounds almost the same as Legacy of Fire, efreeti invasion and all) but the individual books descriptions all sound good.


    3 people marked this as a favorite.

    It has to be done. The Prodigy's Firestarter

    Second Seekers (Roheas)

    1 person marked this as a favorite.

    I feel the same Marco. Between this and the Doomsday Dawn scenario it very much feels to me like someone at Paizo is waxing nostalgic for Legacy of Fire!


    9 people marked this as a favorite.

    Legacy of Fire is awesome so *shrugs*


    1 person marked this as a favorite.
    Marco Massoudi wrote:

    I am at a strange place with this AP.

    The summary for the whole thing puts me off, as it has a too high fantasy feel (and also sounds almost the same as Legacy of Fire, efreeti invasion and all)

    I feel the same way, I suspect.

    One of the things which makes Starfinder so popular with myself and my players is that the Starfinder setting presents itself as a technologically-flavored setting, where magic exists as a kind of "parallel power structure" existing alongside tech.

    For us, this makes Starfinder science-fantasy more akin to Star Wars (with magic swapping in for the Force) than most of the tabletop science-fantasy rpgs which have come before -- which typically felt like "D&D in Space" (Spelljammer, Dragonstar, et al).

    As you suggest, this Adventure Path reads like somebody's fantasy Pathfinder adventure (an efreeti invasion of the prime plane)transplanted into the Starfinder setting.

    The technological flavor of Starfinder's setting seems backgrounded to mere window-dressing here to allow the high-fantasy shenanigans to take center stage.

    This is the first Starfinder adventure product I'm likely to pass on buying or running. I think I'll wait to see what the reviews have to say this time.

    Contributor

    4 people marked this as a favorite.

    From GenCon panels and the like, it does sound like there are tech-focused solutions to the problems inherent in exploring the heart of a star.

    For my part, I'm super into this mix of magic, machinery, and Plane of Fire stuff! I like that the Pact Worlds' sun is populated and that there are social ramifications for an extraplanar invasion here, something that'd require a lot more verisimilitude hoop-jumping to pull off in straight fantasy.


    7 people marked this as a favorite.

    I could do without the Plane of Fire stuff, but they are exploring a star, which means Fire-themed monsters will likely be prevalent, the description only mentions one Efreeti, and an army of undisclosed race/species. Space-themed series have quite a history of dimensional invasion/incursion. The fact is, there are things in the sun, some of them native, some of them extraplanar, some of them extrasolar, and some of them just as confused as a whale who finds itself falling from the sky would feel.

    Dark Archive

    5 people marked this as a favorite.

    I myself love that we finally get planar stuff on Starfinder PLUS having finally a weird location for Starfinder AP. I mean, all previous APs were rather standard scenarios, while adventuring in city inside sun is something unique.

    That said, I just find weird that this is apparently level 12 AP since BBEG is apparently borderline divine being ._.

    Contributor

    7 people marked this as a favorite.

    I'm actually really excited for this Adventure Path because on premise, it feels like the first adventure to really deliver on the concept of a science fantasy adventure. More planar stuff and crazy magical kerfluffles, please!


    1 person marked this as a favorite.

    Any idea what level this Adventure Path runs to? Stopping a demi-god should be a pretty high-level task.

    Dark Archive

    4 people marked this as a favorite.
    bananahell wrote:
    Any idea what level this Adventure Path runs to? Stopping a demi-god should be a pretty high-level task.

    Level 13.

    I really hope that the next AP starts and ends at a higher level.
    A three-part AP could look like this:
    #1: Levels 13-15
    #2: Levels 15-17
    #3: Levels 17-19

    Such an Adventure Path could allow the pcs from "Dead Suns", "Signal of Screams" and "Dawn of Flame" to be played further.

    Dark Archive

    1 person marked this as a favorite.

    Monday should hopefully get us a cover update.


    1 person marked this as a favorite.
    Marco Massoudi wrote:

    I am at a strange place with this AP.

    The summary for the whole thing puts me off, as it has a too high fantasy feel (and also sounds almost the same as Legacy of Fire, efreeti invasion and all) but the individual books descriptions all sound good.

    For what it's worth, the amount of high fantasy content in this is what I find appealing about it; there are any number of good systems and settings out there for doing harder SF, and lots of fantasy in the science-fantasy mix is what I am starting to rally appreciate in Starfinder.

    Dark Archive

    1 person marked this as a favorite.

    When is this (and the other february 2019 products) getting updated?
    The january 2019 products were updated 33 days ago...

    The july 2019 product pages are also late, they are usually created on the first weekday of a month. ;-/

    Lantern Lodge Customer Service & Community Manager

    10 people marked this as a favorite.

    Hey Marco, we don't have any specific dates that we consider deadlines for product updates or creating product pages. Many of the updates get fit into workflow schedules as time permits. I think there are a couple updates pending for February products that will be entered sometime in December or January.

    I don't have an estimated time for when July products will get pages, my guess would be sometime within the first quarter of 2019. Product announcement and page creation are based on information from several departments and to my knowledge we've never set a public date or timeline on when those will occur or when we would consider them late.

    Dark Archive

    1 person marked this as a favorite.

    Thanks for the update - The cover look great! :-)

    Dark Archive

    1 person marked this as a favorite.

    On side note on people complaining that this sounded like too much fantasy, considering that first Starfinder AP is one that would fit in completely scifi setting(even if its soft one with psionics) without any magic or fantasy in its premise, I think its fair to have more Scifi Fantasy campaign with emphasis of "Hey there is more fantasy elements in this besides mages and magic!"

    (I'm not first one to say that, but figured out I might as well note that I agree with that notion)


    1 person marked this as a favorite.

    I would like to start saying that the cover looks amazing! Those colors look great and remind me of Legacy of Fire.

    If you don't want it so sound like fantasy, you can say the elemental plane is another dimension and that the outsiders are interlopers/aliens from said reality.

    I for myself am excited to see how the elemental planes will change in response to the advancement of technology.


    1 person marked this as a favorite.

    Anyone else think the person on the cover is an interesting choice? I mean usually Paizo puts the villain of the book on the cover, which would mean that this Lashunta is a follower of Iomedae from what I can tell? Interesting...


    There are rare occasions, like the first Ruins of Azlant volume, where the cover is of a friendly NPC. It's also possible that the Asana town psychics go crazy as a result of this AP beginning.

    Dark Archive

    1 person marked this as a favorite.

    "Dead Suns" did a good job of fleshing out Castrovel in AP #2 & Eox in AP #3.
    AP#11 showed us the capital city of one of the largest "ring nations" along the terminator belt of Verces.
    "Dawn of Flame" looks to examine the sun very thoroughly.

    That still leaves:
    -Aballon,
    -Absalom Station (which got a too short article in AP#1),
    -Akiton,
    -Idari (which is only 3 miles long, even smaller than Absalom Station's 5 miles),
    -Triaxus
    -Liavara
    -Bretheda
    -Apostae
    -Aucturn.

    Personally, i'd love the fifth AP to be a shorter one for the levels 13 to 20.


    1 person marked this as a favorite.

    Alexa play The Prodigy - Firestarter


    1 person marked this as a favorite.
    Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Is there a Twi'lek-esque creature in the background image, just underneath the main NPC's gun? Or is it just me?


    2 people marked this as a favorite.
    Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
    Luke Spencer wrote:
    Is there a Twi'lek-esque creature in the background image, just underneath the main NPC's gun? Or is it just me?

    I am pretty sure that is a Lashunta.


    1 person marked this as a favorite.
    Luke Spencer wrote:
    Is there a Twi'lek-esque creature in the background image, just underneath the main NPC's gun? Or is it just me?

    It certainly resembles one, but I think it's most likely just poorly drawn hair that is swept down in points over the shoulders.


    1 person marked this as a favorite.
    Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
    David knott 242 wrote:
    Luke Spencer wrote:
    Is there a Twi'lek-esque creature in the background image, just underneath the main NPC's gun? Or is it just me?
    I am pretty sure that is a Lashunta.

    I take that back -- I was looking at the wrong half of the cover -- the side with the iconics.

    Now my guess is that this is some sort of new species that will be detailed as either a monster or a playable race in this volume. We should know for sure in a few weeks.


    2 people marked this as a favorite.
    Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Hopefully we'll see the geniekin as playable races in these books, makes sense with the general elemental theme. If the gazetteer is about a planet with ties to the plane of water maybe book one will have Undines?


    1 person marked this as a favorite.
    Luke Spencer wrote:
    Is there a Twi'lek-esque creature in the background image, just underneath the main NPC's gun? Or is it just me?

    that leaves togruta and zeltrın from star wars side remaining let's hope we get series of saving the princess adventure pats near future.


    1 person marked this as a favorite.
    Marco Massoudi wrote:

    I am at a strange place with this AP.

    The summary for the whole thing puts me off, as it has a too high fantasy feel (and also sounds almost the same as Legacy of Fire, efreeti invasion and all) but the individual books descriptions all sound good.

    Actually, this is what draws me to this AP, like a moth to a flame. (Pun totally intended!) I've been wanting to use the Alluria Publishing Cerulean Seas setting since I bought it last winter. The idea of bubble cities works well for me, and there are teleportation pools in the psionics book, so I think this could work. Not a journey to the sun, but the steaming hot core in the deepest parts of the ocean, where aboleths and other evil creatures swim.


    1 person marked this as a favorite.

    The mystery alien reminds me of the 4 armed guys from alien archive 2, The Trox. they have a headpiece like that

    Dark Archive

    3 people marked this as a favorite.

    Eight of the nine Creatures in the Alien Archive section of this AP are also in the Pathfinder Bestiaries:

    :

    -Azer CR 2 (Bestiary 2)

    -Devil, Imp CR 2 (Bestiary)

    -Elementals: Ice, Lightning, Magma - but not Mud (Bestiary 2)!

    -Fire Whale CR 16, Tier 1/4 starship (Bestiary 6)

    -Genie, Efreeti CR 8 (Bestiary)

    -Planar Scion, Ifrit CR 1/2 (Bestiary 2)
    +2 Dex, +2 Cha, -2 Wis, 4hp
    Darkvision, Fire Resist 5, Overheat Spell-like ability & Fire Affinity: roll twice 1/day for fire attack.

    -Protean, Rifti CR 1

    Dark Archive

    While this AP volume seems pretty solid, judging only from the AP volumes description, i feel that every volume uses the exact same premise:

    :
    the pcs have to go to a bubble city deeper in the sun

    The individual volumes will probably and hopefully differ enough from each other, but compared to Dead Suns it sounds rather dull.

    If the Alien Archive sections are as good as the one in this book, it will be worth it for them alone, though.


    1 person marked this as a favorite.
    Marco Massoudi wrote:
    but compared to Dead Suns it sounds rather dull.

    HOW?

    You're exploring the SUN.


    2 people marked this as a favorite.

    How does Starfinder Efreeti wish granting work? Still 3/day? Still full wish, like the Technomancer spell?

    Rysky the Dark Solarion wrote:
    Marco Massoudi wrote:
    but compared to Dead Suns it sounds rather dull.

    HOW?

    You're exploring the SUN.

    All thermonuclear plasma clouds kind of look the same.

    Dark Archive

    1 person marked this as a favorite.
    Rysky the Dark Solarion wrote:
    Marco Massoudi wrote:
    but compared to Dead Suns it sounds rather dull.

    HOW?

    You're exploring the SUN.

    While Dead Suns visits another planet which is totally different from the one before in every volume, every Dawn of Flame volume takes place in the sun.

    It is certainly possible to make the individual volumes feel different from each other (book 4 sounds pretty different from the other ones), but it is also possible that they will feel very similiar.

    Silver Crusade

    2 people marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    Most of Pathfinder APs all take place on two continents of one small planet, yet you don't complain.


    1 person marked this as a favorite.

    If I remember correctly, book 1 is in a Lashunta town, book 2 is in a city with a faulty shield, so the population is mainly creatures with fire/radiation immunity. And Book 3 is in a dome that is a giant jungle and full of criminal ran casinos.


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    Does Asanatown have its own city block? If yes, then what are the population, demographics and alignment?


    Xenocrat wrote:

    How does Starfinder Efreeti wish granting work? Still 3/day? Still full wish, like the Technomancer spell?

    Rysky the Dark Solarion wrote:
    Marco Massoudi wrote:
    but compared to Dead Suns it sounds rather dull.

    HOW?

    You're exploring the SUN.

    All thermonuclear plasma clouds kind of look the same.

    The sun is electrical in nature.


    1 person marked this as a favorite.
    EltonJ wrote:
    Xenocrat wrote:

    How does Starfinder Efreeti wish granting work? Still 3/day? Still full wish, like the Technomancer spell?

    Rysky the Dark Solarion wrote:
    Marco Massoudi wrote:
    but compared to Dead Suns it sounds rather dull.

    HOW?

    You're exploring the SUN.

    All thermonuclear plasma clouds kind of look the same.
    The sun is electrical in nature.

    The Paizo forums have been an excellent source of fringe scientific theories lately.

    Dark Archive

    1 person marked this as a favorite.
    Xenocrat wrote:

    How does Starfinder Efreeti wish granting work? Still 3/day? Still full wish, like the Technomancer spell?

    Rysky the Dark Solarion wrote:
    Marco Massoudi wrote:
    but compared to Dead Suns it sounds rather dull.

    HOW?

    You're exploring the SUN.

    All thermonuclear plasma clouds kind of look the same.

    Yes, it is still 3/day.

    Still a full wish like the mystic and technomancer ability of the same name.

    Dark Archive

    1 person marked this as a favorite.
    HTD wrote:
    Does Asanatown have its own city block? If yes, then what are the population, demographics and alignment?

    Yes it does.

    Asanatown:

    N bubble city
    Population 5,292 (83% lashunta, 5% human, 4% android, 3% ysoki, 2% half-elf, 3% other)

    It gets 7 pages plus one page of psychic options.


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    Firat Solhan did an amazing job with the page border art on this series. All the art in this book simply looks wonderful!


    1 person marked this as a favorite.
    Marco Massoudi wrote:
    bananahell wrote:
    Any idea what level this Adventure Path runs to? Stopping a demi-god should be a pretty high-level task.

    Level 13.

    I really hope that the next AP starts and ends at a higher level.
    A three-part AP could look like this:
    #1: Levels 13-15
    #2: Levels 15-17
    #3: Levels 17-19

    Such an Adventure Path could allow the pcs from "Dead Suns", "Signal of Screams" and "Dawn of Flame" to be played further.

    I love this idea! Then after that, they can make high-level modules/ super dungeons where you start them as 19 and then level up in them gaining your capstone abilities.


    2 people marked this as a favorite.
    Pseudodult wrote:
    Firat Solhan did an amazing job with the page border art on this series. All the art in this book simply looks wonderful!

    Agreed. I haven't gotten to reading the words yet, but the art and design are really nice in this book.

    Contributor

    5 people marked this as a favorite.

    Whoever made the rifti protean, I have to commend you wholeheartedly. They're an awesome addition to the infinite choruses, and I adore the way in which they emerge into existence. The art is sweet too. They look like goofy little baby hegessik proteans. :D


    1 person marked this as a favorite.
    Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

    i did not receive this with my subscription for some reason

    Dark Archive

    2 people marked this as a favorite.

    So nobody has mentioned this yet, but this adventure is genuine comedy cold :D I mean, there are several moments that are funny that are intended to be funny


    1 person marked this as a favorite.

    I'd only skimmed it thus far, but I wondered about that when reading about the Shirren with the hat


    2 people marked this as a favorite.
    Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

    Any word on if there will be Society rules/chronicles for this AP?

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