A cry for help from deep within the sun leads the heroes to dive in once more. Forces loyal to efreet from the Plane
of Fire have conquered the deep-sun settlement of a peaceful species, threatening to destroy their way of life. The heroes must infiltrate the occupied city, find allies within, and defeat the fiery oppressors. The group acts as a strike team, assisting the rebels, taking out high-value targets, and helping to restore order. But even if they accomplish these missions, the heroes still have to face the enemy commanders—including a mighty solar dragon—and the discovery that this attack is merely a beachhead for a larger invasion that threatens the Pact Worlds' power on the sun!
"Solar Strike," a Starfinder adventure for 9th-level characters, by Mark Moreland.
A gazetteer of Kahlannal, a deep-sun city built by a new species, the anassanois, by Mark Moreland.
A survey of beings native to the interior of other stars in the galaxy, by Kate Baker.
An archive of creatures, from the telepathic anassanois to enormous giants and the colossal Daimalkan xaxmellia, by Tracy Barnett, Eleanor Ferron, David P. Gregoire, Mark Moreland, Owen K.C. Stephens, and James L. Sutter.
Deck plans and statistics for an anassanoi starship that is an amalgam of smaller vehicles, by Mark Moreland, and a planet of corporate intrigue, by Tracy Barnett.
ISBN: 978-1-64078-139-9
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:
So I still find this one bit hard to review since it IS mostly combat encounters, but after four years of time since I first read this I think I've seen enough starfinder adventures and run campaigns to have better impression of material even without seeing it in practice.
And in this case, that experience tells me that Solar Strike feels weirdly incomplete outside of combat materials. Like, DCI npcs can come with you, but the adventure doesn't ever tell what they can or might do during the adventure(outside of like two mentions of them tearing up or being excited at the end). Like all burden of them is put on GM and there isn't guidance for how they react to things, how they can mechanically help PCs or anything really. It feels like "Well what if players don't take them with them? Better to not waste page pace on what happens if they do". Starfinder in general is kinda awkward about how to handle npcs being interesting, I think some of later adventures does it bit better, but its consistently one of biggest issues I have with adventures, so I think even though this is four year old ap the feedback on this should still be useful to paizo.
One of the things that really feel incomplete to me is that there is constant recurring mention of the mole working for bad guys and his twin brother which he really wants pcs to rescue once he is unmasked. Well you'd think the consistent mentions are building up to something, but nah his twin brother is dead by time pcs find him. Was he dead all along, did he die when he failed to capture pcs, is he still alive if he DID somehow successfully deliver pcs as prisoners, adventure doesn't make explain that or make any further mention of either mole or his dead twin making it feel like something got cut out from draft by editors. Like it being bummer downer ending is fine, but in that case I would expect one final mention of mole's reaction at his twin bro's fate, but nah its just ends and gm again has to figure out what to do if players somehow got invested to that minor subplot.
Yeah there are lot of these small non combat things that feel just kinda off. Like one npc its mentioned that if they die, then more resistance members die at the end during the big fight, but there isn't really any context on how many (besides "less than expected") die in first place, so does that mean if they died then they took about as many casualties as they would have expected? It feels like throwaway line "GM: Oh, there are consequences for pcs failing this part? Players: Well what is it? GM: Umm more people died? Players: How many more? GM: Err, more." Like was there supposed to be some sort of "pcs get victory points, more they get less losses" mechanic that got cut or is it just attempt to give extra consequences for pc failure that doesn't really clarify how big of consequences are?
But yeah map quality is still great and I do think there are some nice possibly memorable combat scenarios. But my favorite parts of the book really are the Bestiary, anassanois' city article and Deep Cultures article. I do like the cheeky nod to Outpost Zed(i've noticed that after against the aeon throne, Outpost Zed has gotten so many cameos even though none of APs have been canonized into timeline yet. I still hope that happens at some point because it needs to be acknowledged that all Eloritu runes have been discovered by now on side of new locations being introduced x'D). But yeah, anassanois and other deep cultures better make future appearances ;D Adventure itself is pretty okay, but I don't feel comfortable with giving this one four stars just because I like articles, the adventure feeling weirdly off regarding non combat stuff puts the overall nature of it down for me even if it turned out all combats are super fun in practice.
For anyone with access to the PDF:
1. How much rules content is there in the Deep Cultures article?
2. What are the name, type, subtypes and CR of the monsters in the bestiary? Are the anassanois playable?
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
HTD wrote:
For anyone with access to the PDF:
1. How much rules content is there in the Deep Cultures article?
2. What are the name, type, subtypes and CR of the monsters in the bestiary? Are the anassanois playable?
I got my shipping notice less than 24 hours later. Anyway:
Spoiler:
1. One archetype
2. Yes, anassanois are playable. The full list:
Anassanoi CR 5 N Medium Humanoid (Anassanoi)
Chomurk CR 8 N Large Magical Beast
Devil, Hacker [Lislaroth] CR 10 LE Outsider (Devil, Evil, Extraplanar, Lawful)
Genie, Shaitan CR 7 LN Large Outsider (Earth, Extraplanar)
Giant (Grafts: Fire, Slag, Sun)
Planar Scion, Oread CR 1 LN Medium Outsider (Native) (also playable)
Xaxmellia CR 17 N Colossal Magical Beast (Colossus)
Something I’ve been wondering about (and probably reaching), but in the opening art spread does Navasi have a date?
Honestly been wondering the same, I can't really tell if she is one of Deep Institute members from previous books since I don't have all of the books or supposed to be character from her backstory <_<
So uh, another book I can't really review yet since its mostly combat(most of roleplaying is quest briefing and negoating surrenders/interrogation). This book also kinda suffers from the adventure only being 37 long and Starfinder AP books being 68 pages.
Still bestiary has cool stuff in it and deep cultures article is very cool even if it takes long time before any of new races there will be detailed further :D
I ended up finally reviewing this one because I felt like lot of feedback related to this one are still relevant to modern starfinder adventures (even if things have gotten bit better on npc front) :'D Like it doesn't feel like case of "in 10 years adventure writing style changed so much that feedback doesn't apply anymore"