Starfinder Adventure: To Defy the Dragon

4.00/5 (based on 3 ratings)
Starfinder Adventure: To Defy the Dragon
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A fearsome dragon monarch rules over planet Genrovis with an adamantine claw, oppressing its people, hoarding resources, and controlling the world’s dwindling energy. As Genrovis rebels against the dragon’s tyranny, a group of heroes delve into forbidden ruins seeking legendary technology from the ancient past—four one-of-a-kind mechs! But will their mechs be strong enough to take on a dragon?

To Defy the Dragon is a complete Starfinder adventure for 10th-level characters written by Kendra Leigh Speedling, and features a primer on Genrovis and its secrets as well as new starmetal mech options!

ISBN-13: 978-1-64078-474-1

To Defy the Dragon is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure and Chronicle sheet are available as a free download (5.1 MB PDF).

Note: This product is part of the Starfinder Adventures Subscription.

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4.00/5 (based on 3 ratings)

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Hop on the pain train.

3/5

The start to the adventure leaves a really bad taste in your mouth as the plot contrivances are really heavy. We almost lost one of the players at our table as they had brought in a custom starship and the way the ship was lost hit them very hard. There are better ways to do this than to just hit players with a huge loss like this that they can not avoid all to move the plot forward.

This means the entire adventure is tainted with, "will the story screw us over again," and "do any of our actions matter '', "when is the next deus ex machina".

Waiting for the next shoe to drop really tempered any of the feel good vibes for the rest of the adventure. In the end it was bitter sweet. - David


Favorite Mecha anime story

5/5

This scenario is the ultimate amalgamation of fantasy, space opera and Japanese robot anime stories.

The mechanical design is perfect and the story and backstory are enough to impress the player.

The starship combat is a little weird and the encounters are a little weaker, but it's a charming scenario that makes up for it.


"Still, like most bullies, he’s reluctant to die" is now one of my fav quotes :D

4/5

Seeing as people aren't stepping up to review this, I shall take break from rpg superstar submissions to give feedback :'D (its not like my ADD is saying "hey do those infinite product ideas you had!") I really wanted to run this one first but oki I guess its time to review instead

So first, I'm still not sure why the adamantine dragon bad guy looks like robot dragon/like dragon wearing armor/cybernetic dragon because nothing in adventure ever describes her and she doesn't have gear listed and I refuse to believe that starmetal adamantine dragons just naturally look like robots x'D I know there aren't other adamantine dragon art to compare to, but it would be weird when robot dragons are already a thing. Still it IS cool design.

(I'll take soapbox here as sidenote to comment on that while devs have stated that "any inconsistencies in designs of creature can be summed up to body modifications and etc", I always find it disappointing when starfinder designs are feeling inconsistent. That said, it isn't problem with this one, art style DOES wildly vary between characters making it feel like they are coming from separate books, but all of the art in the book is great)

But yeah story of the adventure is great but self contained(like lot of sf stuff are), it even makes some uses of setting specific things like androids' renewal and there are some fun thematics to Ayleth the big bad adamantine dragon tyrant(like that due to her own choices, she ends up fighting the final battle against pcs alone even though adamantine dragons' unique abilities are about buffing their allies). We don't get super deep info on any of the characters, but I like what they did to make big bad seem almost tragic (like maybe she was affected by Gap harder than initially or maybe she would have always fallen from grace).

Mechanics wise its really hard for me to comment on anything without playing besides that the only starship combat in adventure is only case of "After players win, they lose in text box" I've seen in paizo adventures myself and it feels really silly because tier 10 starship has easy time beating tier 7 dragon. Like there are so many more natural ways that could have been done. There are also some things that make me think shenanigans happened with cutting floor and editing phase, like with hesper cult there isn't any real conclusion of "so uh wait can players even fight the boss of the area and deal with them peacefully despite them getting exp for dealing with them peacefully". I also kinda wish there was written mention of reaction of the npcs to learning the true history. But yeah its overally good adventure with some big "needs adjustments" notes.




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I'm really confused by the map on the back cover and what is in the book.

H6 on the map is H7 in the book
H7 on the map is H8 in the book
H8 on tha map is H9 in the book
H9 is H10
H10 is H11

Bottom floor is also screwed up

H1 on the map is H3 in the book
H4 on the map is H5 in the book

The rest I'm guessing. I don't see the kitchen described in the book and I have no idea what H5 on the map is. so those are probably matched up.

H3 on the Map I'm guessing is where H6 the memory vault is
H2 on the map I think is H1 in the book

The unmarked central hallway is probably H2 in the book. The 4 gargantuan creatures can start in the air so the room fits them all.

I've never seen a Paizo map get so screwed up. It's very disappointing I was thinking up to this point how well this module is written, and I was very excited to run it. But it appears some last minute editing/module cuts were not edited very well. Thus making the H maps and the non-existent K map a confusing mess to figure out - what is where.


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Another error. Area H7 in the book(H6 on the map) lists guards but leaves out how many guards. My guess is 4.

Another error Pg. 47 lists a creature names Zavrix and type page 120 of Alien Achieve 3. The stats in the book don't match whats on page 450 of AA3. I have no idea what the creature is supposed to be. However pg. 120 of AA3 does have a Void Troll which seems like a good substitute.

What the hell happened to the high quality products that Paizo in known for?


Starfinder Superscriber

Junker's Delight was a really well put together intro module but I feel like Locus-1 was kind of slapdash with an underwhelming finale.

Disappointed to hear about your experience with the rest of the Starfinder Adventures. Maybe AP's are better organized? It sounds like the adventures work best as idea mines.


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Leon Aquilla wrote:

Junker's Delight was a really well put together intro module but I feel like Locus-1 was kind of slapdash with an underwhelming finale.

Disappointed to hear about your experience with the rest of the Starfinder Adventures. Maybe AP's are better organized? It sounds like the adventures work best as idea mines.

The first 2 standalone adventures I thought were fine.

Red Rally was organized in a way that makes it extra difficult for the GM to organzied it and it seems the brain trust just simply forogt that a 7th level Operative with a standard build and ship bonuses will compeltly blow up the adventure. (by taking 10's on piloting rolls and making 80 stratigh pilotiong rolls by greater than 5).

To Defy the Dragon, it looks like there were last minute changes that created a word count crunch and whoever made the changes royally screwed up area H. (i've GM'ed hundreds of paizo products and have never seen anything this messed up).


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More feedback on this scenario. First the overall story line is great. The players are just discovering the mechs and are excited about the mech element of the scenario.

There are some issues with this module however that don't have to do with the overall plot line.

First besides all the issues with every room in area H not matching what is in the book. (as mentioned in my post a few up from this one). There are other map errors in the mech bunker maps. The box text does not match the map. Area E1 is the most glaring example of this.

I would suggest skipping the starship combat at the start of the book all together. It pisses players off to completely obliterate the opponents without taking any damage to their ship and barely a scratch to their shields and play starship combat for an hour or more in actual time only to lose automatedly by box text. Auto losing a combat by Box text is really crappy thing to do to players. I've never seen this done before in a Paizo product.


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I found another map error. Room G3 is flipped upside down from the other levels. The elevator does not align. I assume this was done due to the box text and room description saying there is a portal in the south side of the room. So flipping it upside down allows for the boxtext to be accurate but throws off the elevator to the other levels.

The more I think about it the more I am surprised about how many editing errors there are in this module. Most of them have to do with maps or stat blocks. it's really too bad. This was Paizo/Starfinders opportunity to show off their mech rules and the module gets screwed up due to over a dozen very obvious editing errors. I used to read those RPG superstar contest notes. What happened to all the Paizo precision based on those comments?


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Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
roysier wrote:
I would suggest skipping the starship combat at the start of the book all together. It pisses players off to completely obliterate the opponents without taking any damage to their ship and barely a scratch to their shields and play starship combat for an hour or more in actual time only to lose automatedly by box text. Auto losing a combat by Box text is really crappy thing to do to players. I've never seen this done before in a Paizo product.

Just eyeballing it, that starship combat did look underpowered to me. (I don't care how the stacking CR math supposedly works, Tier 5 foes are gnats fated to go squish on a Tier 10 ship's viewscreen.) But since you do want to establish the threat, I would go ahead and keep the encounter while upping the challenge. Also, if/when I run this, I'll be setting it during the Drift Crisis, so my penciled-in plan is to have the adventure kick off at the moment of the Drift Crash itself. The PCs' ship is slapped out of the Drift, into the planet's upper atmosphere, with feedback from the Crash causing their Drift engine to overload the ship's systems; thus the fight becomes a race to fend off the attackers before the PC's ship burns out its own electronics.

I also have some lingering questions about the history and population of the planet, but I'm willing to chalk that up to "situation more intricate than the adventure has room to explore."


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John Mangrum wrote:
roysier wrote:
I would suggest skipping the starship combat at the start of the book all together. It pisses players off to completely obliterate the opponents without taking any damage to their ship and barely a scratch to their shields and play starship combat for an hour or more in actual time only to lose automatedly by box text. Auto losing a combat by Box text is really crappy thing to do to players. I've never seen this done before in a Paizo product.

Just eyeballing it, that starship combat did look underpowered to me. (I don't care how the stacking CR math supposedly works, Tier 5 foes are gnats fated to go squish on a Tier 10 ship's viewscreen.) But since you do want to establish the threat, I would go ahead and keep the encounter while upping the challenge. Also, if/when I run this, I'll be setting it during the Drift Crisis, so my penciled-in plan is to have the adventure kick off at the moment of the Drift Crash itself. The PCs' ship is slapped out of the Drift, into the planet's upper atmosphere, with feedback from the Crash causing their Drift engine to overload the ship's systems; thus the fight becomes a race to fend off the attackers before the PC's ship burns out its own electronics.

I also have some lingering questions about the history and population of the planet, but I'm willing to chalk that up to "situation more intricate than the adventure has room to explore."

A good suggestion. It's hard for me to believe Paizo can't figure out a starship encounter tough enough to beat the players ship by using the actual game rules, and thus have to resort to a cheap shot boxtext defeat of the starship. This gets a big "Wow!!" when I tell other RPG players about this encounter.


Starfinder Superscriber

I ALMOST blew up my party's starship once, but it was a cruiser, they were a destroyer, and they hadn't optimized it.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

I'mma trying to start reviewing products again :'D


Keyona, Red Left Arm of Shotazu wrote:

Y'all are too young if you hear "mechs" and think Power Rangers.

https://www.youtube.com/watch?v=5rPSLQxMT8w

Oh, my sweet summer child...

https://www.youtube.com/watch?v=jlPX8-iTy4s

The lovely days of my childhood, having Luke Skywalker fight Mazinga (and later Godzilla).


roysier wrote:

I'm really confused by the map on the back cover and what is in the book.

H6 on the map is H7 in the book
H7 on the map is H8 in the book
H8 on tha map is H9 in the book
H9 is H10
H10 is H11

Bottom floor is also screwed up

H1 on the map is H3 in the book
H4 on the map is H5 in the book

The rest I'm guessing. I don't see the kitchen described in the book and I have no idea what H5 on the map is. so those are probably matched up.

H3 on the Map I'm guessing is where H6 the memory vault is
H2 on the map I think is H1 in the book

The unmarked central hallway is probably H2 in the book. The 4 gargantuan creatures can start in the air so the room fits them all.

I've never seen a Paizo map get so screwed up. It's very disappointing I was thinking up to this point how well this module is written, and I was very excited to run it. But it appears some last minute editing/module cuts were not edited very well. Thus making the H maps and the non-existent K map a confusing mess to figure out - what is where.

Thanks for this! My players are about to assault the spire and the descriptions made no sense when I was prepping. Your post helped confirm/complete my remappings. This whole ending seems rushed to the printer. My favorite is the lake on the second floor... Oh and the 140' wide "spire" has a 480' top floor. You see that after you puzzle out the "To K" stairs is actually the "To I" map, printed 15 pages prior! WE NEED ERRATA!!

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