Starfinder Adventure Path #40: Planetfall (Horizons of the Vast 1 of 6)

4.50/5 (based on 2 ratings)
Starfinder Adventure Path #40: Planetfall (Horizons of the Vast 1 of 6)

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With the discovery of an uncharted, resource-rich, and uninhabited planet in the Vast, several factions begin a joint settlement effort, and the heroes are given the chance to be the scouts and administrators of one such charter. As they explore the surrounding wilderness and grow their new settlement, they must contend with all manner of problems, from wild animal attacks to dissatisfied settlers. And the planet holds mysteries beyond counting!

"Planetfall" is a Starfinder Roleplaying Game adventure for four 1st-level characters. This adventure begins the Horizons of the Vast Adventure Path, a six-part, bimonthly campaign in which the heroes are at the forefront of exploring and charting a world filled with mystery. This volume also includes a new system for expanding a fledgling settlement on a new planet, a player's guide, and a selection of strange alien creatures.

Each bimonthly 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-13: 978-1-64078-336-2

Planetfall is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheets are available as a free download (5.1 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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"Kingmaker in Space"!!!


First thing here is that I have played this module as a player with 5 other Players and completed it.

I am currently GMing 3 other groups through this module right now, 2 just starting and one at the tail end of finishing it, so this is no read (not run or play) then post a review ASAP kind of thing. Those leave a lot to be desired I think, for me anyways, or those terrible one liners, "great fun" or "to hard" or one I just saw posted "stay away from".........

With that, I strongly beleave that as Paizo listened to us and gave us our "Kingmaker in Space" AP, it will get a full 5 stars from me (at least this starting module) from the get go, but it might not be for everyone, depending on the group and the GM specifically.

Positive +

* 1st Starfinder hexploration AP!!

* 25 named and interesting NPC Colonists to get some fun RP and interaction with

* Interesting events/encounters inside your Colony and out in the alien hex wilds the players will have to run into/deal with

* Building your very own space Colony subsystem`

* Multiple Factions that also have charters on this new world besides yours and you can choose from a list of official sponsors for your own Admin group

* Nice and colorfull Hex map

* A large variety of situations one can run into, not always solved by a laser blast :)

Needs work -

- Instead of a session 0 to just talk and make mechanical decisions with no player agency or NPC interactions, a much more organic approach would have worked much better. I had the party start in their nice Colony exploration ship in their bunks sleeping just before hitting orbit (nice to use maps provided in the AP is'nt it).

Then a couple of the named colonists woke 2 of them up with some hard won pointers. Then tipped off a meeting is to be held by their sponsor rep in an hour so get the other Admins up and have it all set up to score some points with this person from the get go. Worked wonders for character intro (as they were to busy with prep before hitting dirtside and just knew the other Admins (players) names only.

- The random encounters needed a lot of work to make them interesting, even using GEM was not much help. Elementals were just to bland so to spice it up a LOT more find interesting. Picking interesting creatures, weather effects and colony related encounters (IE a mis drop of supplies to gain resource points and items.

-To many empty hex's for my taste, and the placement seemed pretty strange til I picked up that there was to be an underground river system that was scrapped before final release (Thanks again Hilary for our forum chats!!).

- Admin (Party) motivation can be lacking at times so it takes a strong GM to guide them (ala Ezrand the sponsor rep) to keep them on pace for whats going on, building your colony and so forth.

- Wish there was more contact with other charters as that sets up other modules in the future quite well and not so out of the blue.

- No colony map.

- Credits can be hard to come by so every creature remains could be bought by dear old Ezrend for the parties Sponsor, and he could very well hand out bonus pay for discoveries made. That was a pretty glaring oversight not to have these things spelled out for credits and UPB rewards.

Overall I had a great time as a player in this and I am also having a blast GMing it for other groups. Just know that your GM skills might be put to the test to get the fullest out of this adventure for you and your group.

Great first module in the Horizons of the vast AP, do yourself a favor and pick this up if this theme type interests you and your players. Leaps and bounds above where we started with Dead Suns AP!!


Tom (TRDG)

An okay start


You have to do a lot of improv to make this entire AP line work. There were some pretty serious "how do people live day to day" questions that went unanswered until later AP's or even completely unanswered.

Some of the encounters can be a bit rough, but that's nothing new for a starter AP. I felt the loot was a little sparse, especially if parties choose to flee from random encounters or skip optional events.

Speaking of which --- if you do EVERYTHING in these AP's, your group will be overlevelled, without fail. You either embrace this, or you'll need to cut some of the content.

In addition - vehicles are easily procured and give you 6 actions per day. This can result in serious incongruous expectations between how many hexes developers expected you to get through per in-game month versus how many you'll actually get through. I am consistently finding that my group has spent less-time on planet than the AP expects, so sorta like the Kingmaker CRPG (ironically!) you may have to spend time "catching up" and having several months go by of nothing but charter turns with no activity on the part of the players.

Finally - specific to AP 1: radiation in Starfinder is pretty nasty at low levels. Poison damage is mandatory even if you pass your save, and acute radiation exposure is a poison. Unless your players get clever with a couple of the encounters and "kite" enemies, they may have an unpleasant time at level 2 or even level 3.

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Paizo Employee Marketing & Media Manager

Dargoth876 wrote:
The story promise a lot, I've really love it. For those who rather like the printed book and thus no pdf, is there a printable player map for the charter area?

There is not a separate map product, no.

Paizo Employee Marketing & Media Manager

1 person marked this as a favorite.

We do not expect Roll20 to have this product at launch, but are working with them to bring it to virtual tabletop.

Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Wasn't launch for this about four months ago?

Paizo Employee Marketing & Media Manager

1 person marked this as a favorite.
Fumarole wrote:
Wasn't launch for this about four months ago?

Yes. sorry, I got a bit copy-paste-happy.

How mechanized is the settlement system?

Wayfinders Contributor

2 people marked this as a favorite.

I am happy to see that this AP is now sanctioned for Organized Play!

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