Is this AP possible with 3 players? Or does it have some incredibly tough moments like Dead Suns?


Dawn of Flame


Wanting to start this up soon and I'm loathe to introduce a GMPC (particularly because the role they don't have is a face so I don't want to a lot of 'me convincing myself of things' with diplomacy).

Anyone who hass ran this or played this got any thoughts on how a 3 player group would handle this AP? Party makeup so far is melee one Mechanic with shooty drone, one melee Vanguard with a melee creature companion and possibly an operative.


I've been running a 5-person group through Book 1 so far. There has been one fight that was a little dicey even with 5 people. I wouldn't say anything on the level of the Book 1 boss for Dead Suns, but a pretty hard hitting fight for a group of level 1s.

I think you could run this for three people with only minimal adjustment to encounters, assuming that your players are pretty well optimized and tactically minded.


Cellion wrote:

I've been running a 5-person group through Book 1 so far. There has been one fight that was a little dicey even with 5 people. I wouldn't say anything on the level of the Book 1 boss for Dead Suns, but a pretty hard hitting fight for a group of level 1s.

I think you could run this for three people with only minimal adjustment to encounters, assuming that your players are pretty well optimized and tactically minded.

Do you know how much of a role Starship Combat plays in Dawn of Flame overall? Hoping to just be able to do away with it since I only have

3 players (reworked the whole intro because almost none of it made sense so the first fight can be easily ignored).


Kiniticyst wrote:
Cellion wrote:

I've been running a 5-person group through Book 1 so far. There has been one fight that was a little dicey even with 5 people. I wouldn't say anything on the level of the Book 1 boss for Dead Suns, but a pretty hard hitting fight for a group of level 1s.

I think you could run this for three people with only minimal adjustment to encounters, assuming that your players are pretty well optimized and tactically minded.

Do you know how much of a role Starship Combat plays in Dawn of Flame overall? Hoping to just be able to do away with it since I only have

3 players (reworked the whole intro because almost none of it made sense so the first fight can be easily ignored).

It's very easy to gloss over/do away with starship combat in dawn of flame.

Second Seekers (Luwazi Elsebo)

Pathfinder Starfinder Roleplaying Game Subscriber

I'm pretty sure Signal of Screams has more starship combat than this AP.

AAT, Dead Suns, and (presumably) Attack of the Swarm all require starship combat. Dawn of Flame does not.


I've been running this with a group of 3, and they've had some dicey moments, but they're doing well. We're part way through Sun Divers now.

I agree with the comments regarding the unimportance of starship combat in this AP. There just isn't much of it, and what little there is isn't really dangerous.

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