On their voyage through space back to the Pact Worlds, the heroes and their new Stewards allies begin to realize disturbing gaps in their recent memory, missing moments of lost time replaced with dreamlike impressions of imprisonment, surgery, and shadows. A Stewards base on a fiery moon of the gas giant Bretheda seems to offer respite from paranoia and pursuit, but unseen enemies lurk even in the heart of the system's most powerful institutions, and the web of alien conspiracy enshrouds all of the Pact Worlds!
“Deceivers' Moon” is a Starfinder Roleplaying Game adventure for four 5th-level characters. This adventure continues the Threefold Conspiracy Adventure Path, a six-part, monthly campaign in which the heroes unravel the machinations of insidious aliens who have infiltrated galactic society. This book also includes an article describing the insidious reptoids, a catalog of starships used by the Unseen, and a selection of new monsters, including cryptids from the Starfinder setting.
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: 978-1-64078-222-8
The Threefold Conspiracy 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 (6.7 MB PDF).
Other Resources: This product is also available on the following platforms:
The module started off really strong, and my players enjoyed their time on the Voidcrier. But things got a bit off in the more sandboxey section in the following chapter, with my players trying things that often didn't really pan out, or just idly waiting for the other shoe to drop, which left them somewhat confused. To make things more awkward, one of them essentially guessed the twist as an idle joke.
But what I felt the least satisfied with was the ending. If combat plays out sort of 'as written', the battles the players face midway through the module are harder than the ending battle, which seemed a little anti-climactic. I had one player who walked into the ending set of fights with 0 resolve left, fully expecting to die, and walked out with only stamina damage [even after I slightly increased the enemy count].
Overall the module is fun, but upon completion of it the group voted to move to PF2e for a while which is probably somewhat telling.
Still preparing this module, but had to offset the other review
Usually I don't post reviews before I have actually run an adventure, but I have to make an exception here because the only other review is giving a minimum rating based on a misunderstanding.
The hazard in question (I assume) is a flow of lava that is described as dealing 20d6 damage on immersion. It's basically another way of saying "you can't just walk through here". At this point the party should have a vehicle that allows them to cross using the piloting skill with no risk for their personal HP (only to the vehicle's) if they fail. The adventure also mentions a (very cool and atmospheric) alternative means of transportation should the PCs lose or not bring their own vehicle.
I will come back to this once I've ran the adventure and will update the score according to my experience. But I greatly dislike single-issue reviews that are quite common on this site and distort the perceived ratings of a module.
Edit: After having run the adventure I can only confirm what I said above: The entire adventure runs very smoothly and we had a blast. The travel part may be a bit railroad-y but my players didn't mind. I think if you avoid showing them the map and instead make them feel like the time and location of the encounters depends more in their choices, they might not even notice at all.
Normally, I would rate this 4 stars due to one rather poorly motivated encounter that feels a lot like filler and a bit of an underwhelming final act. But since there is only one other review that so grossly underrated this adventure, I'll keep it at full score. Fun time!
Starts good, but then goes heavy inbalanced railroading
So to not spoiler, if you are GMing, there comes a point in the latter half where you will probably be needing to just do the module in whatever way you see fit, because the module as written becomes heavily a case of "Save or Die" and railroading.
There is one hazard in particular at a challenge 6 can easily deal more damage than a challenge 20 rated hazard. We had two choices. The obvious choice had a roll of 20d6 of damage because of how it was written. The other choice though had zero risk at all and a DC of nearly half.
Dialog is poor, events are disjointed, railroad and save or die in the second half. It is good, if you are willing to effectively ignore this section and do it your own way. But one star because this particular event is something I consider to be the lowest in player vs GM event creation.
Against the Swarm and them Against the Unseen. We previously fought the cult of the Devourer and also the Aeon Throne. I'm really loving how all the threats introduced in the CRB are being explored in the APs. What should come in the NEAR future? The DotB or the Aspis?
They're a high grav-world race, large, but with reach and automatic heavy weapon proficiency. Not really a lot to them; they don't appear to be in the adventure itself, so they're just...there. They look kind of like a Quokka with a gun.
They're a high grav-world race, large, but with reach and automatic heavy weapon proficiency. Not really a lot to them; they don't appear to be in the adventure itself, so they're just...there. They look kind of like a Quokka with a gun.
Neat. I was thinking it'd be similar to the giant ground sloth of a very similar name.
They're a high grav-world race, large, but with reach and automatic heavy weapon proficiency. Not really a lot to them; they don't appear to be in the adventure itself, so they're just...there. They look kind of like a Quokka with a gun.
Neat. I was thinking it'd be similar to the giant ground sloth of a very similar name.
Funnily enough, that was in fact the original inspiration for them. :) (Source: I'm the author of that one, and a few of the others. :P - looking forward to seeing what they look like now, compared to what was turned over. :) )
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
So, the new Megalonyxa race looks like a contender for the “best race” category. Their general abilities are pretty cool, but their Tough Hide ability is amazing at low levels...
I know what race I’ll be playing in my next SF campaign!
Question for Curtisin about the megalonyxa: As a PC species, how you would you tag them for age of maturity and maximum age?
My apologies as it never flagged the question. I'd probably set them around the set age as dwarves. They're slow to grow into full maturity, but they survive for a long time once they get there.
So something like this:
Age of Maturity 40 years
Maximum Age 250+2d% years