Starfinder Adventure Path #23: Hive of Minds (Attack of the Swarm! 5 of 6)

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Starfinder Adventure Path #23: Hive of Minds (Attack of the Swarm! 5 of 6)
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The monks of the Forever Reliquary send the heroes into a psychic projection of the Swarm's hive mind, a hostile and alien landscape. They must establish a beachhead on this mental front and discover how to empower and use the artifact given to them by their Hylaxian allies. However, this mindscape fights back at every possible turn until the heroes face off against the embodiment of the Swarm's interconnected minds! If they can defeat this entity, it will give the heroes a powerful advantage back in the real world!

"Hive of Minds" is a Starfinder Roleplaying Game adventure for four 9th-level characters. This adventure continues the Attack of the Swarm! Adventure Path, a six-part, monthly campaign in which the heroes fight back against a ruthless alien invasion. This volume also includes an explanation of the psychic constructs called mindscapes, an exploration of psychic magic, and a selection of new Swarm monsters and other mind-rending threats.

Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each 64-page volume of the Starfinder Adventure Path also contains in—depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!

ISBN: 978-1-64078-183-2

The Attack of the Swarm! 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 (1.3 MB PDF).

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

Fantasy Grounds Virtual Tabletop
Archives of Nethys

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

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Thematically inconsistent, and pace-breaking

2/5

At the end of Book 4, the Swarm is breathing down your neck, their monsters are practically at the door, tensions are high -- and then suddenly you get transported into a mindscape where time is dilated and there is no pressure and you gird yourself for a long trip.

The adventure itself is not -bad-, there's nothing particularly bad about it, but the people you meet are mostly inconsequential to the greater story and fade away at the end of the AP -- even the merchants are just there to be merchants -- and you're given imaginary money to spend that stays persistent with you when you leave the mindscape.

Again, none of this on its own is bad, but it felt out of pace as you are nearing the climax of Attack of the Swarm -- the tension should be ratcheted -up-, but the entire AP feels like it moves at its own pace, with occasional segues back into the real world with no real stakes. Playing as Thresher Lords or piloting an enemy ship and assuming direct control of it is not as fun as piloting your -own- ship and doing some real good in the real world.

I'll be honest, I mostly rushed through this just because I felt like it was sucking all of the energy of the campaign. In my opinion this AP works better if done earlier -- perhaps between 2 and 3, as a prelude to finding the crown.


Favourite AP to date!

5/5

I GMd this over VTT for a home group. It was excellent. I finished every session by saying, "...and next time, it gets even weirder!" and every time we met up again, the adventure did not disappoint.

--- SPOILERS BELOW ---

Any adventure that takes place inside the metaphysical mindscape representation of the hive-mind of a colony of interstellar murderous insects is gonna be bonkers, but the adventure never feels too silly. Highlights of the adventure are when the PCs' minds are shunted into the bodies of high-level Swarm baddies, letting them just smash face (very satisfying and cathartic, after being on the receiving end of the Swarm's attention for four books now!) as well as the PCs accruing "soul bucks" that they can use to barter with The Memories of Mercantilism that are still hanging around in the Swarm's subconsciousness.

My party of five relatively optimised PCs had an easy time with most of the encounters; in my opinion, GMs can crank the difficulty up a bit without much worry. There is a good ratio of exploration, roleplay opportunities, and combat, including some very thematic and visceral "theatre of the mind" encounters where you explore the Swarm's history, memories and motivations; but "funky combat in a mindscape" is the biggest slice of that pie.

The structure of the adventure is fairly linear, with the PCs tasked with taking the McGuffin to significant places to charge up its power, but the novelty and craziness of the setting and the tasks are more than enough to make up for any perceived rail-roading, I think. At no point in our playthrough did anyone at the table think "wait, that's what we have to do next? Sigh, boring, let's do something fun."

My players were feeling the weird mental vibe of the chapter, so I was able to lean into that, and personalise it a bit: instead of fighting representations of the Swarm's Doubts and Hesitations, they fought their own Doubts, Hesitations, and Personal Demons; I also let any PC attempt a Will save to try to impose their will on the Mindscape: with medium DCs for simple things like granting +2/-2 on a roll, getting higher for more complicated things like reproducing spell effects, instantly creating consumable items, and flashier, showier effects. Lastly, I stole the intro to the chapter from the Cosmic Crit podcast, and had each PC start the adventure trapped in their own tiny personal mindscapes, living out pleasant fantasies, and needing to snap out of them. Great for engagement.

Outside of the Attack of the Swarm! Chapter, there's also sections on Mindscapes (including write-ups of some notable ones) and Psychic Magic, with new spells, a new Mystic Connection focusing on shaping matter, and some new Technomancer psychic-y Hacks. Also, a fantastic image of a sullen Bear-ruler dreaming of a forest.

Overall, an great book, and my favourite Adventure Path chapter to date.



This sounds awesome! The way the mindscapes are described really sounds similar to the godmind from Iron Gods. I wonder if this borrowed from that concept at all, and whether we might get some matrix combat rules soon from all this? Regardless, what a fun concept.


2 people marked this as a favorite.

Looking forward to the psychic magic stuff.

Paizo Employee Developer

5 people marked this as a favorite.

Yeah, this is where the Adventure Path goes a little... bonkers.

Dark Archive

Street date is in december.
If this beginns shipping on november 25th, like mentioned above, december 11th will be the exact street date.

Grand Lodge

1 person marked this as a favorite.
Xenocrat wrote:
Looking forward to the psychic magic stuff.

Yay!

I am also really looking forward to seeing what Thursty did with this adventure. His writing is always such a delight.

Hmm


Looks like this book's description didn't get updated alongside its cover.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

Is this the issue with Chonax in the Codex of Worlds entry, or Echidea?

Dark Archive

2 people marked this as a favorite.

I thought we were over the low res images?


Marco Massoudi wrote:
I thought we were over the low res images?

At this rate it looks like they're here to stay.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
logic_poet wrote:
Is this the issue with Chonax in the Codex of Worlds entry, or Echidea?

By inference, it's Chonax.

Scarab Sages

Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
HTD wrote:
Marco Massoudi wrote:
I thought we were over the low res images?
At this rate it looks like they're here to stay.

The final art for Extinction Curse 1 of 6 was back to full size, but as of this writing this is still small.


1 person marked this as a favorite.

It's coming at my birthday, hooray \o/


Have any subscribers received their PDF copies yet?

Grand Lodge

I am wondering the same thing! I want to hear what people say!

Hmm


On the Discord it's been reported there is a Shaper mystic connection who chooses from half a dozen potential associated skills (you can do computer/engineering now) and these new spells in the psychic magic article:

- Akashic Download (level 1 mystic, technomancers, witchwarper)
- Akashic Revival (level 6 mystic, witchwarper)
- Bilocation (level 6 technomancer, witchwarper)
- Ectoplasmic Barrage (level 1-6 mystic, witchwarper)
- Ectoplasmic Eruption (level 4 mystic, witchwarper)
- Ectoplasmic Snare (level 2 mystic, witchwarper)
- Ego whip (level 2 mystic, witchwarper)
- Etheric Shards (level 3 mystic, technomancer, witchwarper)
- Id Insinuation (level 3 mystic, witchwarper)
- Intellect Fortress (level 3 mystic, technomancer)


I just got my notice. At work now, but I’ll answer any questions this evening.


What is the final back cover text?

Scarab Sages

1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

Mental Blocks
The heroes have been physically transported to a psychic projection of the Swarm’s hive mind, and must survive this hostile and alien landscape while searching for a way to empower a divine artifact known as the Crown of Hylax. However, this mindscape fights back at every possible turn, eventually manifesting the embodiment of the Swarm’s interconnected minds for an epic battle that will determine the outcome of the war!
This volume of Starfinder Adventure Path continues the Attack of the Swarm! Adventure Path and includes:

  • “Hive of Minds,” a Starfinder adventure for 9th-level characters, by Thurston Hillman.
  • • An examination of the strange and mutable mental landscapes known as mindscapes, by Thurston Hillman.
  • • An exploration of psychic magic, including new spells and class options, by Hilary Moon Murphy.
  • • An archive of alien creatures, including nightmarish monsters that feed off fear and insecurity and a multicolored bird that devours arcane energies, by Emily Care Boss, Thurston Hillman, Louis Rezanka, and Gabriel Waluconis.
  • • Statistics and deck plans for a scientific research vessel, by Kate Baker, plus a glimpse at a fog-drenched world awash in magical radiation, by Louis Rezanka.


Anyone care to explain a bit about the Ego Whip spell and what it does?


What are the creatures in the Alien Archives (name, type, subtypes, CR and size)?


2 people marked this as a favorite.
Xenocrat wrote:
Anyone care to explain a bit about the Ego Whip spell and what it does?

It's a variation of the spell as it is in Occult Adventures, except that it affects all mental scores instead of choosing one. Some other details are different, but that's the big one. It also does not have multiple levels.

HTD wrote:
What are the creatures in the Alien Archives (name, type, subtypes, CR and size)?

Imposter-8-Medium outsider (extraplanar)

Mindscape Creature-Template graft
Mindscape Mindreaper-8-Medium Monstrous Humanoid
Muneen-11-Large Magical Beast
Psychic Abomination-11-Medium aberration (incorporeal)
Swarm Ceretoram-9-Large Monstrous Humanoid
Valnarum-8-Huge Magical Beast
Yotuhn-11-Large monstrous humanoid


Jason Keeley wrote:
Yeah, this is where the Adventure Path goes a little... bonkers.

I quite enjoyed reading it. Psychic mindscapes make for a neat blend of sci-fi and fantasy that is what the Starfinder RPG is all about.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Bear!


Where!?

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

The picture for archetype!


CorvusMask wrote:
The picture for archetype!

You know, my nephew (Animism) is absolutely disgusted by your reply...

Good job!
>:D

Carry on,

--C.

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

I'm confused, but thank you I guess? :D

Liberty's Edge

2 people marked this as a favorite.

I just want to note for the record that the psychic magic chapter was one of the best backmatter articles in any Paizo book in quite some time.

Grand Lodge

4 people marked this as a favorite.
Shisumo wrote:
I just want to note for the record that the psychic magic chapter was one of the best backmatter articles in any Paizo book in quite some time.

Thank you. This comment made my day!


1 person marked this as a favorite.

Am I the only one who is having issues with getting the PDF? Every time I add to cart, it produces an error!

Grand Lodge

Oh dear. It's out of phase with the material plane. You should contact the witchwarpers in Customer Service and see if they can help alter the terrain enough for you to receive the PDF!

Hmm


Not a huge deal, I have the physical copy, I just like having the PDF as well.

I'll get around to it eventually. =)

Customer Service Representative

Hello Outlander,

Can you try it in an incognito window and let me know if you are able to do so or if it gives you the same issue?

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