A Starfinder Society Scenario designed for levels 7-10.
The Society learns of a potential connection to the Scoured Stars from a mysterious relic that ended up in the claws of an Absalom Station pawnbroker. The PCs must travel to a distant star system aboard the salvage vessel that first uncovered the relic. In the depths of the Vast, the legacy of the Scoured Stars unfolds as the PCs find themselves right in the middle of an interstellar war!
Content in Honorbound Emissaries directly follows-up on the events of Starfinder Society #1-99: The Scoured Stars Invasion, though playing the previous scenario is not required. Content in this scenario also contributes to the ongoing goals of the Second Seekers (Luwazi Elsebo) faction and to the ongoing year of the Scoured Stars storyline.
REVIEW:
I ran this scenario for a table of six players at the 7-8 subtier.
Honorbound Emissaries is Starfinder Society's first foray into the 7-10 tier, and offers the veteran crew an opportunity to reunite with old friends as they pursue peaceful contact with a potential ally in the Vast, and battle against familiar foes with new tricks.
While the scenario is certainly entertaining, it possesses a number of flaws that prevent it from being a noteworthy first mission at tier 7-10, beyond simply being the first mission at tier 7-10.
The first of these flaws is its cast of NPCs. The mission reintroduces the players to an old friend and an old favorite, and the majority of my table became very excited when they heard the character's description. He exudes personality, but that personality is mostly constrained to someone yelling at you over the comms like the disembodied voice of some plot-exposition character in a video game. The starship crew the PCs befriend is equally colorful, although that color is constrained to a sentence or two personality and meaningful (or perhaps I should say "gainful") interactions are locked behind particularly narrow interpretations of how those personalities might manifest. There is too little room for the cast to fully express themselves to the PCs and become truly memorable, beyond the eccentric captain who is already known because of his prior escapades.
The next issue follows from the cast. When I said "gainful" interaction, I meant exactly that. The PCs must interact with these NPCs in order to gain story-specific, and rather arbitrary, rewards. Failure to interact with the crew within the narrow context set by the scenario means the PCs actually lose out on end-of-scenario rewards. This is not the only time the scenario encounters issues with its reward system, however. In another scene, the PCs are given the choice of retrieving an object or performing a more humanitarian task. If they choose to act in a humanistic manner, they actually lose a monetary reward, but gain nothing for it--no boons, no benefits when it comes to interacting with other NPCs--nothing. It seems strange to me to punish players for valuing lives over profit, but that is exactly what happens.
The final issue is with the narrative itself. The entire plot of the mission is kicked off by the discovery of alien art that prompts the Society to investigate further. However, the scenario has no information about the art or its significance to the alien culture that produced it, even in the event the PCs ask about it directly, as my table did. I found it frustrating, since it seemed like a thoughtful line of questioning that I couldn't reward appropriately.
This is not to say the scenario is entirely bad, however. Although I found part one to be rather tepid, part two picks up significantly, and culminates in a fantastic set-piece that is definitely the highlight of the adventure. If I have one thing to say, it is that, perhaps, it ended too early because the players were too good at being action heroes.
In summary: Honorbound Emissaries brings back a familiar and popular character, and attempts to generate an expanded cast of colorful characters with mixed effect. Its questionable reward scheme and constrained narrative make for a frustrating time, but one that is easily forgotten in the excitement of the final act. It is a passable first attempt at a tier 7-10 adventure, but I should like to see tighter, more thoughtful storytelling as the heroes advance toward unmasking the truth about the Scoured Stars and its inhabitants.
Personal Gripe:
As a medical professional, I found the depiction of the "hospital" in this scenario particularly egregious. The building is, to start, too small to be a hospital. It is a clinic, at best, and one with a strange set-up that defies medical expertise. It has 22 beds but 5 toilets, and there are no toilets directly accessible from the ward. Furthermore, the ward can only be accessed through a greenhouse filled with psychic fungi that can cause dangerous delirium in the unprotected. To call this a serious workplace safety issue would be an understatement.
Welp my party figured out to split the party so they did both the objectives ._. Did have bit harder time with the combat but still xD Good thing reporting conditions did take in account both being doable even if adventure itself assumes one or the other
Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Items found question from the Chronicle Sheet:
Items Found:
The sheet lists a white force field armor upgrade as costing 10,000 credits. The normal price is 20,000. Is this a typo or just a easter egg making this a must play and must replay at L9-10?
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
As a part of the Scoured Stars metaplot, this is 7-10, while the next two scenarios in the metaplot are 3-6.
Is the Chronology actually referenced in the scenario where it would matter if we play them out of sequence, or do we have to level a second set of characters just to complete this narrative journey in a way that makes sense?
As a part of the Scoured Stars metaplot, this is 7-10, while the next two scenarios in the metaplot are 3-6.
Is the Chronology actually referenced in the scenario where it would matter if we play them out of sequence, or do we have to level a second set of characters just to complete this narrative journey in a way that makes sense?
I came here seeking the answer to this exact question. I guess I will just try to scale this one down.