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

Fire Starters 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.

Note: This product is part of the Starfinder Adventure Path Subscription.

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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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OH MY WURD

So, I know I'm really, really late to the party, and I know that I missed things that are probably obvious, but HOLY MERCY THIS IS THE FIRST I'VE HEARD OF THIS AP AND AM SO DAGGUM HYYYYYYYYYYYYYYYYYYYYYPE!

:D

:D :D :D :D :D :D :D :D

~<3

Yay!

Second Seekers (Luwazi Elsbo)

Any chance this will become Society legal with a chronicle sheet in the near future?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dr. Creed Morvius wrote:
Any chance this will become Society legal with a chronicle sheet in the near future?

Great question!! Hope we don't have to wait much longer; I've been dying to play these and it's already been like 6 months since the first one came out.

Sovereign Court

1 person marked this as a favorite.
Starfinder Superscriber

We just started an actual play podcast of this AP, including the author of book 4: Link.

Contributor

3 people marked this as a favorite.
CorvusMask wrote:
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

Thank you! It's pretty much impossible for me to write an adventure without comedic elements—it's just always been my favorite part of gaming. (I also believe that funny moments are necessary for the proper functioning of all types of stories, as they break the tension in order let it build again. Without those moments, players quickly become numb to the fear and tension. But that's also a lot of philosophical hand-waving to justify my innate desire to write aliens in funny hats. :)

Dark Archive

Sooo reviewed. I'm gonna go through the whole AP(besides book 2 and 3 :'D I'm missing book 2 and 3) and review books I can without playing or running them. I actually thought this was going to be one of books I couldn't review(I have hard time gauging quality of mostly combat books or books without interesting themes to myself), but I had forgotten that book actually does allow lots of "Deux Ex" moments aka instead of combat just sneaking or talking yourself through foes and complete the mission successfully :D Also I had forgotten that it had good themes with civil unrest and bunch of rebels/terrorists handling their coup not so well.


Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber
Gainsbourg wrote:
Dr. Creed Morvius wrote:
Any chance this will become Society legal with a chronicle sheet in the near future?
Great question!! Hope we don't have to wait much longer; I've been dying to play these and it's already been like 6 months since the first one came out.

Well they recently added the chronicles so it's now Society legal at least. Still can't report it though. Haven't been able to find it listed anywhere in the Event matrix.

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