5 - Solar Strike (GM Reference)


Dawn of Flame

Grand Lodge

This is a spoiler-filled resource thread for GMs running the Dawn of Flame Adventure Path, specifically for the fifth adventure, "Solar Strike."

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All GM Threads in this series:

1 - Fire Starters
2 - Soldiers of Brass
3 - Sun Divers
4 - The Blind City
5 - Solar Strike
6 - Assault on the Crucible


Uh...

Enemy ship statblock wrote:
Flak Thrower The flak thrower’s physical ammunition burns up in stellar plasma after the second range increment (10 hexes). Therefore, in combat inside a star, the flak thrower can hit nothing beyond that range.


Xenocrat wrote:

Uh...

Enemy ship statblock wrote:
Flak Thrower The flak thrower’s physical ammunition burns up in stellar plasma after the second range increment (10 hexes). Therefore, in combat inside a star, the flak thrower can hit nothing beyond that range.

...uh, what? Can't starship weapons hit several times past their range increment at a penalty normally?

Or is it that the 'flak' can apparently survive 60+ miles inside the sun?


Garretmander wrote:
Xenocrat wrote:

Uh...

Enemy ship statblock wrote:
Flak Thrower The flak thrower’s physical ammunition burns up in stellar plasma after the second range increment (10 hexes). Therefore, in combat inside a star, the flak thrower can hit nothing beyond that range.

...uh, what? Can't starship weapons hit several times past their range increment at a penalty normally?

Or is it that the 'flak' can apparently survive 60+ miles inside the sun?

Point weapons can only shoot one increment. This is a point weapon.


Xenocrat wrote:
Garretmander wrote:
Xenocrat wrote:

Uh...

Enemy ship statblock wrote:
Flak Thrower The flak thrower’s physical ammunition burns up in stellar plasma after the second range increment (10 hexes). Therefore, in combat inside a star, the flak thrower can hit nothing beyond that range.

...uh, what? Can't starship weapons hit several times past their range increment at a penalty normally?

Or is it that the 'flak' can apparently survive 60+ miles inside the sun?

Point weapons can only shoot one increment. This is a point weapon.

ah, love those rules bad advice in APs...


Another rules error: there's treasure in the form of spell amps of Tongues, which as a divination spell isn't legal to be put in spell amp form.

Dark Archive

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Is it just me, or does the book not tell what is the mole's reaction when you find his twin brother dead?

...I sometimes feel like the Starfinder APs are really harmed by 68 overall pages with about 37 reserved for adventure part

Second Seekers (Luwazi Elsebo)

Can someone remind me why the PCs can't just fly to the top of the Spire in their ship? Sure the Chariots get chased off by the dragon, but there doesn't seem to be any reason why they can't just land the Sun Diver up there and yell at Nysteryx to come fight them.

The book says it's supposed to be a "covert" mission, but why? Once they start shooting people someone's gonna get on a comm and tell the dragon. It feels like they started with the second half of Rogue One and took out all the interesting parts. I might have Nysteryx show up early and start intermittently breathing fire into the building. Her troops are largely immune, right?

Grand Lodge

MeridiaCreative wrote:

Can someone remind me why the PCs can't just fly to the top of the Spire in their ship? Sure the Chariots get chased off by the dragon, but there doesn't seem to be any reason why they can't just land the Sun Diver up there and yell at Nysteryx to come fight them.

The book says it's supposed to be a "covert" mission, but why? Once they start shooting people someone's gonna get on a comm and tell the dragon. It feels like they started with the second half of Rogue One and took out all the interesting parts. I might have Nysteryx show up early and start intermittently breathing fire into the building. Her troops are largely immune, right?

Their ship is far too large to land in the spire. The entire structure would collapse.


Adam Mulder-1 wrote:
MeridiaCreative wrote:

Can someone remind me why the PCs can't just fly to the top of the Spire in their ship? Sure the Chariots get chased off by the dragon, but there doesn't seem to be any reason why they can't just land the Sun Diver up there and yell at Nysteryx to come fight them.

The book says it's supposed to be a "covert" mission, but why? Once they start shooting people someone's gonna get on a comm and tell the dragon. It feels like they started with the second half of Rogue One and took out all the interesting parts. I might have Nysteryx show up early and start intermittently breathing fire into the building. Her troops are largely immune, right?

Their ship is far too large to land in the spire. The entire structure would collapse.

I feel like a simple flight spell could really mess up this part of the adventure. I'm going to have to homebrew some additional reasons why my party can't just whiz up there and take care of things. That dragon is definitely going to be buzzing the tower. The chariots will be trying to draw it away so the PCs don't get BBQ'd inside the tower. Knowing my players I may have to add some point defenses to the tower for good measure.

Second Seekers (Luwazi Elsebo)

Pathfinder Starfinder Society Subscriber

At one point, the adventure suggests that if the PCs skip one of the side missions in Part II, to add those skipped encounters into the Spire in Part III. I think you can apply that same idea to the Spire: if PCs use clever magic or spells or whatever to bypass the slog up the Spire, then just move those encounters to the top, and have the PCs fight them in G5 & G6. Commisar Yushiev or Gorchak (or, hell, both at once!) are great mini-bosses that roadblock to the way to Nysteryx.

Alternatively, if the PCs decide to just fly their ship up to The Spire, make 'em take some shots from ground embankments (similar to the stuff on pg 8 when landing on Kahlannal) and then have to fight Nysteryx as a Starship-scale encounter. It does require whipping up your own stats for a Starship scale solar dragon, but there's some ideas on how to do that in SOM, at least? They then have to land and deal with the mini-bosses in G5 & G6 to reclaim the psychic resonator and command hub of the city!


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For my group, the defensive ground embankments were a perfectly good reason to not try to fly about in their starship too much inside Kahlannal. Though it isn't stated explicitly, Khaim's legion probably brought a bunch of ground to air weapons along to deal with the Anassanoi Chariots, as the most significant source of resistance.

One part that puzzled me was the data center mission. Zar is a solo foe good at ranged combat, spellcasting, and utility in a small room. Unless he has warning that the PCs are entering (and the Computers/Engineering DCs are easy enough that that's unlikely), he will be turned to paste in short order. Later on, Ferys the Hacker Devil also doesn't seem like a coherent challenge. Breaking Ferys down:

  • He hides in the mainframe. The PCs can take all the time in the world to make Computers checks to track him down and eject him. As far as I can tell, he can't do anything in response except to leave the mainframe, which is very disappointing for a "hacker" devil.
  • Once he emerges, he's a solo spellcaster. His tactics say to use synaptic pulse (which might stun half the party for a whole single round, only delaying but not actually improving Ferys' position), followed by summoning two CR2 imps with a 60% chance of success. Rewiring flesh will possibly impair one PC, but otherwise Ferys has few reasonable offensive options and no coherent plan to win or even survive.
  • There's no information on what, if anything, Ferys has control over from the mainframe that might harry the PCs before they get to him. I assume that means that he doesn't have any tricks he can pull.

    The proposed encounter turns Ferys into a total punching bag that will barely scratch the party, as far as I can tell. As a result, when I ran this, I let him use his spell-like abilities from inside the mainframe (and therefore having total cover), requiring the PCs to hack the system while under fire to eject him and get him into a fair fight.

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