Optimal Strategy to explore Danger Island and how it plays out?


Fists of the Ruby Phoenix


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm generally quite happy with Book 1 (I haven't really gotten into Book 2).

I think a "typical DnD group" is pretty into (or has some members who are strategic enough to focus on) optimization. I feel like it breaks out

Over the next 2 days they need ~7 feathers a day; so...
day 1
- Challenge someone, bet 3 feathers (presumably win)
- avoid getting challenged after that
day 2
- Challenge someone, bet 3 feathers (presumably win)
- get another feather*
- turn in immediately

*The DM "gives" them another feather; most likely
- using the Lightkeepers event to set them up as "very powerful"
- rewarding a PC who goes off an explores with a feather
- saving another team or else getting a feather from them
- R2 - falsifying feathers, etc

They're done. (probably 1-2 levels behind and they've missed most or all of the cool stuff on the island).

You can see more optimization.
--It'd better to scout out other teams during the day somehow, and challenge them in the evening after their bouts.
--Its better not to say in your base where people can find you, etc
--There is a lot of free treasure sitting around the island but that's not signposted anywhere in the setting (still if people find an item while wandering around they'll probably be encouraged to do more of that)
--Others?

Some of the optimizations push people to get out of their base and explore (and let DMs offer them encounters that let them be heroic, and get xp).

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What do other folks think?

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