The first stand-alone adventure for the Starfinder RPG is here! Centuries ago, the Stellar Flare—a science vessel researching the strange dimension known as the Drift—crashed on the surface of Akiton. Now, Vari-13, an android with a claim to the Stellar Flare, wants to find the wreck and rescue its valuable research. But Vari-13 will need help, and that's where your heroes come in. The Stellar Flare's remains lie in the middle of an enormous junk field filled with malfunctioning technology, inhabited by predatory creatures, and fought over by territorial space goblins. And there are whispers of an enormous robot made entirely of junk that wanders the scrapyards, immune to magic and eager to destroy everything in its path. Can your heroes broker a peace, reach the wreckage, and defend it against an army of scavengers? Junker's Delight is a complete Starfinder adventure for 1st-level characters written by Jason Keeley and Misha Bushyager. It features strange new alien creatures, new spells and equipment, and an in-depth look at Khefak Depot, a rough-and-tumble Akitonian settlement home to countless adventures!
Note: Starfinder Adventures are not included in the Starfinder Adventure Path Subscription. Starfinder Adventure Path Subscribers who preorder Starfinder Adventure: Junker's Delight will receive a free download when their physical copy ships.
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Junker's delight is a charming adventure that brings the world of Akiton to life. You get invested in the world, the people, and the story early on. It's a fun adventure and a great way to start off in the Starfinder universe. I've enjoyed this product and have gifted it to several of my friends as Junker’s Delight is among the best times I've had while playing this system.
I love this adventure played it twice and its still just an amazing adventure. Its got a great setting and makes Akiton come alive.
There’s a lot to really love about Junker’s Delight, a standalone adventure designed for 1-st level characters. It is a model on how to write an adventure to support a first-time or relatively new GM because it includes several sidebars explaining tricky concepts and creatures get full stat-blocks (with included explanations of special abilities). A GM won’t have to flip through six books to understand what a creature can do! The setting (a massive scrapyard and the community that has grown around it) is interesting and memorable. The layout and art design (borders, fonts, etc.) supports the feel of the adventure, and the individual pieces of artwork are top-notch. (the pencil-sketch combat maps are a bit odd, but not problematic) I played Junker’s Delight in a game run by my 11-year-old son, and the experience was like night and day compared to when he’s had to interpret adventures written for experienced adult GMs. An RPG can only thrive if GMs are willing to run it, and this is the sort of product Paizo should try to get into as many hands as possible. In short, it’s a perfect introduction to the game.
In the rest of this non-spoilery section, I’ll cover the book’s back matter.
First up is “Khefak Depot” (four pages), a gazetteer of the settlement featured in the adventure. As gazetteers go, it’s okay, but probably needed to be longer and more detailed if Khefak Depot is intended to serve as a potential “homebase” for the PCs beyond the end of the adventure. It could also have better integrated the scrap-theme. There are a few cool bits, like a tourist-trap called Necroplace (where visitors can simulate being undead), an ominous NPC called the Water Dealer (one could certainly generate some adventure hooks relating to him), and another themed resort called Thassilon (I wasn’t sure if any mention of it survived the Gap!).
Second is “Adventure Toolbox” (ten pages), a real grab-bag of material. It begins with a few ways the PCs could have come together for the adventure (I thought they were pretty ordinary, but serviceable). Next up is junk-themed gear. I really like the idea of wrist-mounted garbage-disposal blades! Some of the higher level items get stupid in both price and concept (an artefact of the system’s insistence that all weapons and armor have multiple types situated within a formula). Scavenging a garbage disposal mechanism from a scrapyard for a weapon at Level 1 is cool; spending 170,000 credits for a Level 16 version is just goofy. Along with junk-themed gear, we also get some junk-themed spells. The spell junk armor is particularly nice for a character intending to “make do with what’s around” (like my penny-pincher, Nixxer). A new archetype, the junkomancer, is included. It’s a nice idea, but honestly probably not worth it for the vast majority of builds. Three new creatures are included: a drift phantom (forgettable), a junk golem (good), and a thastertoad (forgettable). And last, there’s two brief one-paragraph long suggestions on how the GM can continue the fun after the adventure proper is over.
SPOILERS!:
Okay, let’s get into the adventure! It’s divided into three parts.
Part 1 (“Pest Control”) starts with the PCs arriving at Khefak Depot and quickly intervening (presumably) in an alleyway shakedown of a ysoki named Riddle by a street gang named the True Warriors. After running off the toughs, the PCs learn that Riddle operates a junk shop and, in thanks for saving her, offers them a reward and even jobs. It’s a strong opening and will get the players involved in the action immediately, which I think is important for new players especially.
Riddle’s job for the PCs is to investigate the disappearance of an android historian named Vari-13. Vari-13 came into Riddle’s shop looking for a piece of salvage that they claimed could “change the galaxy.” Assuming the PCs agree to the job, the adventure then has an abstract system of skill checks to find different clues. I thought this bit could have been done better, as it requires a GM to improv in-story reasons the PCs are finding these clues, and improv isn’t necessarily an easy skill for a beginner GM. In any event, the clues will lead the PCs to area of the vast scrapyards around Khefak Depot called the Caryards (full of wrecked starships). The PCs need to navigate a bit of a maze and fend off some khefaks (big scorpion-like predators) and junk-related hazards before finding Vari-13 hiding in a trailer.
The android explains that they’ve been looking for a lost science research vessel named the Stellar Flare, believing that the crew discovered a way to draw power directly from the Drift that could be used to support entire energy infrastructures. With some work, the PCs are able to use the data that they’ve obtained to triangulate a likely position for the Stellar Flare—deeper in the scrapyards.
As I mentioned in the opening paragraph of this review, a lot has been done to support a new GM here. There are sidebars specifically devoted to the first fight, how to divide XP afterward, how to handle radiation (though it doesn’t mention that poisons impact HP), how to level up characters, and more. Although khefaks appear in a volume of the Alien Archive, the GM doesn’t have to look up their stats—instead, the adventure itself gives a full write-up and even explains what concepts like “mindless” mean. I think it’s bound to make a difference in making the adventure easier to run.
Part 2 (“The Last Scrap War”) begins with probably my favourite piece of artwork from the book: a goblin picking his nose while his ally looks on in embarrassment. In this part of the adventure, the PCs realise that the Stellar Flare is in an area of the scrapyard contested by two rival gangs: the Trashhunters (goblins) and the Unbroods (ikeshtis). Fortunately, one member of each group has struck up an unlikely friendship together, and the PCs can get them to help out. They’re a really funny duo. There’s a multi-part fetch quest in this section as the PCs need to assemble parts of an EMP key that will allow entry into the force-shielded starship. In true cinematic style, just as the PCs get what they need, both rival groups converge and threaten to unleash war on each other, with the PCs caught in the middle! This bit could indeed be a real challenge for low-level characters, but hopefully victims will just get knocked out and not killed. Useful sidebars (on things like spell gems—complicated!, how broken items work, how Aid Another works, etc.) continue to appear.
Part 3 (“Flare Out”) has the PCs investigating the interior of the Stellar Flare. Exploring the inside of a dangerous starship is a Starfinder staple (the equivalent of a dungeon crawl). The real challenge here is the inclusion of two “driftdeads” (incorporeal undead)—unless the party has the right tools, fighting incorporeal creatures can quickly become a losing proposition. There is a very handy sidebar for the GM on how incorporeal creatures work, but it probably would have been better to save the concept (and the escalated threat level) for a future adventure. The fun and original bit in Part 3 is that after taking control of the ship, the PCs realise they’re about to be invaded! The leader of the True Warrior gang and their minions are on the way, and the PCs need to set up traps and obstacles to slow them down. A lot of creativity can be brought into play here, but there’s a simple system provided for the GM to adjudicate things without getting overwhelmed. A lot of RPGs have the PCs as the aggressors, so it’s fun to switch things around and have them be the defenders for once.
The adventure has a brief conclusion (Vari-13 will need to take some time to sift the data form the Stellar Flare, so no galaxy-changing discoveries right away!) that leaves the PCs in a good position to continue on with a homebrew adventure around Khefak Depot or transition to another published adventure.
Newbie-friendly products are a great way to grow a game, but even as an experienced player I thought the story was strong. All in all, I had a blast with Junker’s Delight, and I bet you will too.
Fun module except for one fight that was awful. The first two parts of the module were fun, but part 3 was obnoxious. One fight was poorly designed and resulted in characters either being ineffective or sitting out entirely. Several traps/encounters were also annoying.
Wow.. what a great module... full of Delightfull NPC's Dastardly Gangs and a Mcguffin Quest that actually made sense (well at least the Goblins thought it did)
As a VERY experienced GM this was a Delight to run and As I had 3 VERY new Players (all from The 5e World) they were amazed at how easy it was to learn the game while aso having fun.
This was also enjoyable for the ONE experienced player too...
As a GM I was amazed and smiled ALOT as I was prepping this (BTW the ROLL20 Conversion is AMAZING too)
This EXPLAINED things so well (I would say a better beginners box than the Beginners Box)
The Barrier Mentioned below did not seem to be an issue to me (My players have not reached it yet but I will simply tell my party it is an Impervious Force Shield right at the door... (edit... yep that worked fine when we played it)
The Treasure issue??? Again not sure the issue ... it was a Technomancers Hoard I would have WONDERED why a Mystic Spell Gem would even be in a Technomancers pile of stuff it would have been incongruousto me. (Edit... Now that I GMd this there is actually a perfect reason why those spells were chosen but it would be a huge spoiler to mention it here... to the OP all I can say is I am very CONFUSED that you did not see why Z had those spell gems) The Book said Great for Soldiers Mechanics and Technomancers (SO my party signed up with a Soldier a Mechanic a Technomancer and a Vanguard) they will not complain.
Great JOB to all involved.
Huh, so starfinder is finally doing fine enough to warrant standalones as well? :O Nice! How many pages this is compared to 2e pathfinder standalones?
64, the same number of pages! At least the same as The Fall of Plaguestone...
Nice :D Depending on amount of item/bestiary/articles, this means it might actually be longer adventure than standard SF AP format xD
Starfinder AP books are 64 pages. Pathfinder AP books are 100 pages. So it fits inline with the current Starfinder book sizes.
Which is what I mean: All of starfinder aps have single page for codex of the world, bestiary article with several monsters not always featured in adventure and one or two(forgot which) articles.
Basically if the strandalone module has even one less article or if every article is adventure relevant, then the adventure is automatically little bit longer than starfinder ap ;D
Thanks for the interest! We don’t have a subscription to announce at this time. In Starfinder fashion, we are exploring and experimenting a bit in 2021 and want flexibility.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Aaron Shanks wrote:
Thanks for the interest! We don’t have a subscription to announce at this time. In Starfinder fashion, we are exploring and experimenting a bit in 2021 and want flexibility.
This is very disappointing, bordering on unacceptable.
If there is no subscription, and thus no free PDF, I will not purchase these in any format. It is only the subscription and the free PDF that counteracts the extortionate overseas delivery charges and 3-4 weeks delay in receiving the physical document.
Way to (potentially) screw your customers for their loyalty.
... why not just buy the PDF on launch? It's cheaper than a Sub anyway.
If they were offering the sub with no PDF that would be annoying, but there's no sub at all at the moment so don't see how anyone is getting "screwed".
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Rysky the Dark Solarion wrote:
... why not just buy the PDF on launch? It's cheaper than a Sub anyway.
If they were offering the sub with no PDF that would be annoying, but there's no sub at all at the moment so don't see how anyone is getting "screwed".
Because the PDFs are overpriced by 200% and running an adventure from a PDF is incredibly frustrating, and building projector maps from a physical document is time consuming - thus I need both, and I am not willing to pay for them separately.
Thanks for the interest! We don’t have a subscription to announce at this time. In Starfinder fashion, we are exploring and experimenting a bit in 2021 and want flexibility.
This is very disappointing, bordering on unacceptable.
If there is no subscription, and thus no free PDF, I will not purchase these in any format. It is only the subscription and the free PDF that counteracts the extortionate overseas delivery charges and 3-4 weeks delay in receiving the physical document.
Way to (potentially) screw your customers for their loyalty.
You know, there was probably a more constructive way to frame your core demand.
Some of us would prefer that the free pdf was available for such products *without* the necessity of a "subscription".
Indeed, some companies (such as Paizo's newest licensing partner) manage to provide free .pdf's to customers who purchase their adventures hard-copy from brick-and-mortar FLGSs.
Where Paizo is apparently in the mood for experimentation, and where FLGSs are taking a kicking right now, this seems an ideal time for Paizo to experiment with a different form of support for customers and stores...
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
I’d also love to have a subscription option!
In part, because I want Paizo to do well, and the status quo bias makes people who receive something from a prescription more likely to buy it (by not canceling their prescription) than they would if it was offered as a one shot purchasing option.
And in part, because I know I’m precisely the kind of person who wouldn’t get around to ordering stand alone adventures, but would happily receive them as part of a subscription!
I dont know if there's a better spot to talk about this, but in terms of future modules offerings, I presume there'll be quite a few set at level one (which I'm a fan of). I'm really hoping you release an unusual number of level thirteen adventures too.
Similarly (assuming 3 part APs will continue) level seven offerings would be great for me.
And it goes without saying a subscription offering would be extremely welcome. Regular releases I can't subscribe too make me stress!
On sidenote, standalone adventures make me excited about possibilities!
Like besides having more adventures taking place in each planet of pact worlds, standalone format allows experimental stuff like "what if whole adventure takes place in space and has only starship or boarding combat" :D
Also it means we don't HAVE to wait for six months to see adventure that uses mech rules!
Thanks for the interest! We don’t have a subscription to announce at this time. In Starfinder fashion, we are exploring and experimenting a bit in 2021 and want flexibility.
Aaron, let me join the call for requesting an excellent standalone adventure subscription. I would subscribe, as would many others. Please open this up for subscriptions!
Thanks for the interest! We don’t have a subscription to announce at this time. In Starfinder fashion, we are exploring and experimenting a bit in 2021 and want flexibility.
Aaron, let me join the call for requesting an excellent standalone adventure subscription. I would subscribe, as would many others. Please open this up for subscriptions!
Hmm
It is being discussed above my pay grade. Rest assured your interest has been communicated.
Thanks for the interest! We don’t have a subscription to announce at this time. In Starfinder fashion, we are exploring and experimenting a bit in 2021 and want flexibility.
Aaron, let me join the call for requesting an excellent standalone adventure subscription. I would subscribe, as would many others. Please open this up for subscriptions!
Hmm
It is being discussed above my pay grade. Rest assured your interest has been communicated.
Aaron, Aaron, Aaron, we need subscriptions options here.
Thanks for the interest! We don’t have a subscription to announce at this time. In Starfinder fashion, we are exploring and experimenting a bit in 2021 and want flexibility.
Aaron, let me join the call for requesting an excellent standalone adventure subscription. I would subscribe, as would many others. Please open this up for subscriptions!
Hmm
It is being discussed above my pay grade. Rest assured your interest has been communicated.
Aaron, Aaron, Aaron, we need subscriptions options here.
Or we will keep typing this to you...
Haha, OK, let me ask some distracting questions. How many adventures a year would you need to see in order to subscribe? What is your ideal length/page-count/playtime for each adventure? Would you want it paired with a Flip-Mat, Flip-Tile, or be self-contained?