Starfinder Society Scenario #3-01: Crash Down

3.00/5 (based on 7 ratings)

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A Starfinder Society Scenario designed for levels 1-4 (subtiers 1-2 & 3-4).

While undertaking a routine surveillance mission to an uncharted world in the Vast, a freak accident occurs that causes the PCs' starship to crash on a nearby planetoid. Caught without another ship for assistance, it's up to the heroes to survive for several weeks as another Starfinder starship can be dispatched to rescue them. Can the PCs survive before succumbing to the dangers of an unexplored alien planet?

Written by: Jason Tondro

Scenario tags: Survival

[Scenario Maps spoiler - click to reveal]

The following maps used in this scenario are also available for purchase here on paizo.com:

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

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Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOSFS0301E


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Average product rating:

3.00/5 (based on 7 ratings)

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Wow, this one was just plain bad

1/5

Yeah, this sucked.


Meaningless world building leads to a waste of time.

2/5

So many checks to start and learn about the planet but all this prep does not really pay off. It is very disappointing. Such a cool concept but you waste so much time over non-sense.

Starfinder does so much to try and get players to love starship combat yet this entire mod turns into a pain train to break your ship to get you stranded. Their are so many better ways to do this instead of just "well the mod calls for your ship to break so its broken." Their is no sense of urgency and every encounter or situation is easily healed up from. So what could be a gritty survival story turns into a strange nature hike.

Disappointing and frustrating.


Great premise. Bland survival adventure marred by a pointless mechanic.

2/5

The premise of this adventure interested me as it touches on a subject I'm surprised to not have seen already: the characters getting marooned on a hostile alien planet. A very cool concept that entire movies and video games have been based on.

Unfortunately, the scenario ended up being an example of how NOT to design and run a survival adventure. It's ultimately just a bland adventure with only one encounter that's actually challenging or interesting.

Spoiler:

- The procedure for scanning and mitigating the crash is pretty well done, but could have been better organized.
- The first major encounter for grabbing supplies is cool, but the rules are very nebulous. No indication what action or check is needed to find and grab supplies. Supply locations and locations for hull breaches and enemies are not clearly marked on the map. And the map itself lacks clarity -- players constantly got confused where doors were and thought some features were walls or other impassable terrain.
- PCs are not given a map or any resources to make meaningful choices about how to trek through the planet. It's just a railroad.
- There's little to no interaction with the strange fauna on the planet aside from a bullet list of roleplay things that have no effect on the game. Even most of the monsters don't have any special rules or abilities.
- Most of the combat encounters are boring. There's a river encounter that's pretty challenging, but the map is a poor choice as there's little terrain for the players to utilize.
- There's some interactions with alien technology that could have led to a neat encounter, but it ends up just being an exposition dump that leaves you wanting.
- The scenario ends with a subtle guilt-trip on the PCs for something that wasn't their fault.
- And then there's the magical storms, a mechanic that was clearly not well thought out or playtested.

The scenario spends several pages explaining rules for a mechanic involving the planet's trademark magical storms that complicate the PCs' survival. These storms are absolutely pointless.

For each day of the journey, you have to roll dice to determine whether or not a storm occurs, what hour of day it occurs with respect to the activities the PCs are performing at that time, how long the storm lasts, and what element the storm utilizes. Then for each hour, the PCs have to make saving throws or suffer damage and other effects.

When you do the math and read up on the rules, you quickly realize that ALL of this is absolutely pointless. Because PCs can regenerate HP and Stamina by resting, any damage dealt by the storms will be healed by the end of the day. So the storms only mean anything for days an encounter occurs. There's only two or three encounters and storms only happen once per day for no more than 3 hours. There's a 25% chance a storm doesn't happen at all. Thus, there's no more than a 9.375% chance a storm will happen during an encounter.

But environmental protections on armor protect PCs from the storms (as it should). A level 1 PC will have armor of level 1 or 2, granting 24 to 48 hours of protection. Because storms last no more than 3 hours each day, PCs can easily negate the effects of the storms for the entire journey assuming they intelligently utilize their armor charges. The only effects they can't shrug off are the penalties to ranged attacks and any difficult terrain.

Thus, the storms are absolutely pointless. They only mean anything on days where an encounter occurs. Even then, the PCs can negate almost all of the effects.

The scenario seems to expect you to waste an hour rolling for the storms each day and force each PC to roll up to 30 consecutive Fortitude or Reflex saves for damage and effects that will get healed anyway. Don't do this!

My advice for running this scenario is just pre-roll the storms and have them only come into play during encounters or if a PC has a drone or animal companion without environmental protection.


Fantastic

5/5

Thoroughly enjoyable and unusual scenario that broke the standard mould in a good way. Many interesting happenings, many varied circumstances. Still presented a decent challenge for a 7-man table. My GM was also quite pleased with the attention to details in the writing. Look forward to more like this.


Extremely party dependent

3/5

In general the concept of this one was truly excellent - the set pieces were memorable, the branching paths allowing for some non-railroaded exploration culminating in some genuinely interesting lore revelations was very good.

However, a sizable portion of the adventure is dedicated survival that can be completely trivialized by a fairly common 1st level spell.

Still, a breath of fresh air and a break from the formula that was very well-received.


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Paizo Employee Webstore Coordinator

1 person marked this as a favorite.

Announced for June!

Dark Archive

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

Well these new covers are fancy :O

Sovereign Court

Yeah look at these covers O.O !!

Awesome!

Dark Archive

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

Oh just noticed:

Survival tag seems new and really specific? :D (maybe sniper tag wouldn't be too specific after all...) Does this mean there might be other scenarios focused on survival and actually having rations?

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Very excited to GM this one! Really looking forward to it. ^_^


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Is Jake Tondro any relation to Jason?


Whats the CR of dysentery?

Contributor

1 person marked this as a favorite.
BigNorseWolf wrote:
Whats the CR of dysentery?

Probably CR 2 in low tier or CR 5 in high tier. ;)

Paizo Employee Starfinder Society Developer

2 people marked this as a favorite.
Zaister wrote:
Is Jake Tondro any relation to Jason?

A nickname he uses in the office (TOO MANY JASONS!) and was accidentally loaded into this page! We've updated it! :)

Grand Lodge

Starfinder Superscriber

Maybe “Survival” = Multiple TPKs?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

New non placeholder covers are fancy too


This is still listed as unavailable. Can someone give it a poke?


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hey! It's available!


Thanks for adding Adventure Summary to the chronicle sheets.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

Played this last night. Lots of fun.


Played this yesterday, great module. Good balance of combat and skill challenges.

RPG Superstar Season 9 Top 16

Ran this yesterday.

Advice for Running:

The scenario seems to expect you to waste an hour rolling for the storms each day and force each PC to roll up to 30 consecutive Fortitude or Reflex saves for damage and effects that will get healed anyway.

Don't do this!

Pre-roll the storms and have them only come into play during encounters or if a PC has a drone or animal companion without environmental protection.

When you do the math and read up on the rules, the storm mechanic won't impact the scenario. Because PCs can regenerate HP and Stamina by resting, any damage dealt by the storms will be healed by the end of the day. So the storms only mean anything for days an encounter occurs. There's only two or three encounters and storms only happen once per day for no more than 3 hours. There's a 25% chance a storm doesn't happen at all. Thus, there's no more than a 9.375% chance a storm will happen during an encounter.

But environmental protections on armor protect PCs from the storms (as it should). A level 1 PC will have armor of level 1 or 2, granting 24 to 48 hours of protection. Because storms last no more than 3 hours each day, PCs can easily negate the effects of the storms for the entire journey assuming they intelligently utilize their armor charges. The only effects they can't shrug off are the penalties to ranged attacks and any difficult terrain.

Thus, I advise:
1. Assume the PCs optimize their armor charges accordingly
2. Pre-roll a few storm effects and have them only come up during the encounters for the purposes of difficult terrain and ranged attack penalties
3. Outside of encounters, only trouble the PCs with saving throws if they act outside of the above assumption, such as the case with drones, animal companions, or if PCs take off their armor

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