Starfinder Society Scenario #2-12: Colossus Heist

2.50/5 (based on 11 ratings)

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A Starfinder Society Scenario designed for levels 7–10.

A group of skilled infiltrators has stolen precious data from the Starfinder Society's most secure location. When these agents attempted to sell their data on the world of Daimalko, they didn't count on rousing the attention of the planet's native colossi. Travelling along with a prominent faction leader, the PCs visit Daimalko to retrieve the stolen data and any evidence pertaining to the theft—evidence now inside the belly of an immense colossal beast!

Written by Amanda Hamon

Scenario Tags: Faction (Acquisitives), Vehicle

Note: This product is part of the Starfinder Society Scenario Subscription.

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2.50/5 (based on 11 ratings)

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I don't know how to rate this

3/5

I choose three stars for the review just to set some sort of value, but I have considered 1, 2, 3, and 4 for this scenario. The most concise I can review this adventure is "I love it, but I hate it"

I love the setting and the sames seems to be the same for me group. The description of the people, the behemoths, and the setting overall made the groups I ran for want to come back to this world. I think that is a credit the NPCs, the city, and the final map contributing to that.

However the adventure has a lot of areas that frustrate me as a GM that I end up hiding from the players.

Spoiler:
Radaszam demands to come on the adventure but doesn't actively contribute anything to the adventure. Any time I brought him up the party ended up regarding him as a waste of space and in the end I felt that it would be best to avoid acknowledge that he is there. This felt horrible compared to his presence in other adventures where he is busy elsewhere doing important tasks. For all he does in the adventure he could be replaced with Julzakama and spend the adventure drinking beers while in the back of the truck.

The High DC Beacons
The beacons and the DC to repair them were the subject of other complaints elsewhere, but I don't think their high DCs are as big an issue if the party secures aid elsewhere and has one person very specialized in Computers. That goes sideways if the party doesn't get that aid however.

What I consider worse is that the adventure only rewards activating all three beacons. If the first beacon is destroyed the adventure requires that the party "attempt to activate" the other beacons despite there being no reward for succeeding in this part aside from avoiding damage.

That thankfully isn't obvious to the party though and they might still enjoy this part, but I do not feel that is possible if the party fail to activate all three. I will get into that condition after I talk about the NPC ally the party try to work with this adventure.

The NPC Ally

The NPC ally the party tries to get help from is the opposite and I loathe him with a ferocity greater than I ever felt for Aram Zey. He is far too useful and completely necessary for the adventure to function. This makes it awkward if the party don't convince him to help. From the start he is a self important jerk who has the party climb many flights of stairs to reach him, only to demand a diplomacy check or head back down to reschedule for the next day. Talking to him, he explains exactly what the party needs to do, but offers his help only if they prove themselves worthy.

The fact that he tests the party for access to his aid isn't a problem, but the adventure doesn't really provide any insight on what do if the party doesn't get his help. He shows up later no matter what to join in after the beasts appear. There is a purposeless reflex save that throws everyone to the ground that seems to only be there to allow the NPC to show off how easily he automatically succeeds that check the party probably fails. So much of this is given to given an impression of his vast skill, but it completely unearned and I would feel Aram Zey would be less demeaning to the party.

The party really needs his aid to be able to hit the DCs the adventure places and his aid autopasses the difficult piloting task involved completely removing the need for a vehicle tag on this adventure. I would even argue the adventure doesn't know what to do if you don't have access to his vehicle as it doesn't offer advice on how the party might "launch" themselves inside of the colossus.

That lack of advice isn't an killer issue to me, but does make this adventure feel very fragile if the party goes off the optimal path.

Which brings be back to those beacons. If the party destroy each of the beacons, the NPC ally regards the group as little more than children and just fixes it for them. He even does this if they party didn't secure his help! He just shows up and fixes everything the party failed to with seemingly no effort. This is the worst path the adventure can take as it makes no attempt to hide the track the party are on.

There are ways to fix this, but require changing the adventure itself. The best hope for this adventure though is that the party doesn't encounter this portion of the adventure. It makes it very important that the GM do what they are able to offer the party every tool that they need to succeed on this task, even if it is on just one of the beacons to give them a feeling of their own accomplishment.

Inside the Beast
The last part of the adventure is interesting, but it can run into issues making the party feel that this is a high paced search as they find datapads and equipment. I recommend resolving most of that searching later.

The biggest issue inside the beast is that all of the relics the party are supposed to find are hidden and near invisible to anyone without detect magic. Detect magic resolving something otherwise requiring a maxed out Perception makes either an irritating option. This can be an issue if the party has no spellcaster as locating these could be slow and the only time limit on this section starts when the party have all three relics in their hands.

Flight
This is around the level flight is becoming somewhat common, but the path to get to the beacons both have high Athletics DCs to climb and avoid deadly traps. Or can be resolved by flight.

While flight is a reasonable solution, the adventure should also not have high Athletics DCs in areas that are bypassable by flight. Those DCs should be lower or offer greater rewards than flight offer given that Athletics is a far greater investment. This would be less a note if this happened once, but it happens on both of the encounter maps where Athletics was mentioned.

If common equipment can avoid hazards, then the skill DCs to bypass them should not be be punishingly high.

I would be willing to run this again, but I would need to have a deep level of confidence in any GM running this before I suggest someone play at their table. This adventure has a great concept and, if the GM does a good job and players succeed on some checks, hopefully the party only sees that.


Great premise, but doesn't really deliver, and ridiculous DCs

2/5

(I played this alongside Quentin.)

The premise of the scenario is great. But I wasn't really that thrilled with the execution. You get sent to retrieve some objects, but never really find out what they are. They're mystereeeerious. And you get asked to find out who did it. Which (if you've been playing this season) you could already guess, all you get is confirmation. If this scenario didn't exist then you wouldn't miss it in the story.

The combats themselves were okay, but didn't really do that much for the scenario. I felt that a chase scene/obstacle course (either to get in, or to get out) would have been more interesting.

And the skill checks. Lets talk about the skill checks. They were absurd. The CRB (p. 392) lists a scale for skill DCs with a band where "challenging" is normal, "hard" is above that. You should take this scale with a grain of salt, because only people specializing in skills can keep up with those DCs at higher levels, and you have to play a class that's good at that skill.

But here, pretty much all of the DCs in this adventure were at "prohibitively hard", so a lot harder than what you need to challenge a normal specialist. Either you're a hyperspecialist and scrape the barrel for every cheesy modifier you can find, or you... just go home? And pretty much all of them used the same skill. We had two players trying to do the skill checks, and two players just kinda twiddling their thumbs. (If you thought the DCs were based on 6 players using Aid Another: there's no 4P adjustment for most of the skill checks either.) It just isn't fun or interesting. We weren't feeling challenged. We felt we were just struggling against the absurd numbers cooked up by a writer who thinks high DCs to bash your head against are exciting.

Summary: waste of a good scenario premise.


Great action, meh mechanics.

2/5

(I played this.)

This scenario feels like a whole bunch of missed opportunities. Individual things aren't so bad, but they pile up quick and compound each other. I'll explain more in spoilers. The good thing though is that when the scenario gets going, it really gets going. My GM did some fun voices that really heightened the experience of being in a ridiculous action movie. Sadly, that's where things start to fall apart.

The negatives:

OH GOD THE DCs. Initially I felt kind of bad for playing down with my skill monkey, because I tend to steal the thunder from other players. Nope. It was quickly apparent the DCs were ridiculous and we needed all the cheese we could get. My character was pretty much near the max of what I could get at my level at certain skills and even then I needed several assists to reasonably make some skill checks. And again, I was playing down (level 9 in tier 7-8). Our level 7 Operative could barely make those skills. If an Operative, the notorious "great at everything" class, has trouble succeeding, what chance do other classes have?

Related to that, all those difficult checks were tied to the same skill. Granted, it's a pretty common skill, but again, if you don't have a specialist in that skill, you're just out of luck. We had two party members (out of 4) just picking their nose half of the scenario, since they just couldn't help in any way. I think a nice spread of skills would've allowed more people to be able to help, or at least increase the chance of someone being specialised in one of those skills. But nope, it's all eggs in the same basket.

That's the technical side of this scenario. On the more structural/narrative side, things falter as well. One of the players looked up the author of this scenario, and it turns out she's mostly worked on Bestiary entries and supporting material for APs. Her adventure writing are limited to a season 4 Pathfinder 1 scenario (one I really liked, to be honest), and two APs in the last year of PF1 and the beginning of PF2 (neither of which I've played, both of which only got so-so reviews, from what I've gathered). And it looks like she's been thrown into the deep end without proper guidance or training in scenario writing. It really looks like a premise was given, but never got really fleshed out. It's like the scenario outline was "We want Horizon Zero Dawn meets Pacific Rim," without explaining anything else. The box text "cutscenes" were absolutely amazing. But as soon as control is handed back to the players, we just get to do some basic stuff that's not at all exciting. Giant monsters clash with each other, but we just make a single skill check to enter and escape.

Okay, I'm totally gonna judge a book by its cover here, but for a scenario called "Colossus Heist," there was very little heisting going on. I expected an Ocean's Eleven-style setup of infiltrating, blending in, and getting out unnoticed. But no, once you're in (again, single check, not a chase or sequence of events), it's just some combats versus creatures that sorta-but-not-really make sense to be here, and identification. No sneaking around, multi-stage plan, or blending in. Nope. Big room with monsters. That's it. That's not a heist, that's a break-in.

Oh, and the "finding out who's behind this"-part. Only the tiniest hint of who's behind it, and even that is a leap of logic. And the things we're asked to retrieve are total MacGuffins as well. We don't know (and can't know) what they do, and they're just randomly lying about everywhere. Story-wise, I felt like I've achieved nothing here.

I think it comes down to the author, again. She's shown skill in writing, but not necessarily in adventure writing. She puts down some great setpieces, don't get me wrong, but the finer details just aren't there. Why let a relatively inexperienced scenario author write such a high-level scenario?

One positive thing I have to mention:

I did like how there was no "boss encounter," but this was all an endurance race. We shouldn't be getting these too often, but it was a nice twist I appreciated.

On a purely entertainment level, I was certainly amused. The setpieces in my head were great. Just too bad the nitty-gritty details just fell apart. I'm really torn between two and three stars. I'm going to give it two stars, just because the insane DCs will sour the experience for a lot of players.


3/5

I GM'd this online.

This scenario is really cool. Feels like an action movie! Divided up very nicely into different parts with clear transitions between them.

So to start off with yes this skill checks are really, really high. Almost impossibly high. It's a real good thing that by succeeding a very hard check in the first part, you can lower those super high DCs on some checks in the second part. But even then they're still really high, and if you're not rolling well then tough!

These skill checks should not be so high. Yes, there are characters out there, especially operatives, with seriously high skill bonuses. Just let them. Some characters dish out stupid high damage and trivialize fighters. Some characters have stupid high skill checks.
Focusing heavily into a skill shouldn't mean that you can only just almost make that DC, provided you roll well.

Another thing I want to mention: What is the point of that vehicle tag? There's one single piloting check required in this scenario, and that's only if the players couldn't win over a certain NPC (which if you don't, almost makes this scenario impossible to do).

So! I really like this scenario, I think it's cool. Fights are alright and kinda just feel like they're there.
But those skill DCs are overturned. Even if there's something in place that lowers the DC.


Could have been great but riddled with mechanical problems

2/5

This was as conceptually amazing as it had been promised to be but there were serious issues with the scenario on a mechanical level.

It felt very free form in terms of approach but there is a lot of missing connective tissue in this one.

Spoilers:

For example, there are three beacons you need to find and reactivate but its unclear whether they need to be recovered and moved for another character to be able to work on them but therein lies a massive difference in the achievability of the skillchecks.

Once inside the belly of the beast there are many many super high skill checks but the basic computers check just to escape the tekenki at the end to escape is almost unmakeable for computers invested characters who don't ALSO have a very high intelligence.

The entire party had to spend 8 prestige to get body recoveries

The DCs in general are far far too high for basic successes. They really cannot be THAT high for basic clearance of obstacles. I am all for rewarding characters that specialize but this felt like it was meant to punish parties that DIDNT have characters specialized in computers.

The environment was also underdetailed which meant that many player plans required making up a mechanic wholecloth far far too often.

Overall very very cool concept but the editing and execution left me wanting.


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When Thursty teased this scenario on the Know Direction Beyond, I was ecstatic to find out we are finally going to Daimalko. Written by the one and only Amanda Hamon the one behind the damai and the planet. This scenario's premise is proper high-end content as we will be going in the belly of the beast!

Paizo Employee Starfinder Society Developer

8 people marked this as a favorite.

Maps in 2-12:
-Two Half-Page Custom Maps

Liberty's Edge

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

Omg! YES! :D

7-10? Check.
Faction (Acquisitives)? ...Check!
Colossi? Yesssss
Tag(s): Vehicles? F**K YES :D :D :D :D :D :D :D

HYPPPPPPPE

Dark Archive

3 people marked this as a favorite.

It's here! I breathlessly expressed my adoration for Daimalko to Amanda Hamon at Gen Con, and I've been buzzing with excitement ever since they teased the scenario on the blog last month.

Do folks think there might be a Damai boon tied to this one? How COOL would that be, huh? Either way, huzzah!

Paizo Employee Starfinder Society Developer

8 people marked this as a favorite.
goodcouch wrote:

It's here! I breathlessly expressed my adoration for Daimalko to Amanda Hamon at Gen Con, and I've been buzzing with excitement ever since they teased the scenario on the blog last month.

Do folks think there might be a Damai boon tied to this one? How COOL would that be, huh? Either way, huzzah!

It would be pretty cool to get to play a damai, wouldn't it?

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