
TRDG |

Might be interesting to see how other games are working out for this AP, or so I hope!!
So for me as a player game, we are on session 23 and about to begin the final in Module 1, finally!! LOL Its been an experience for sure so far. We had a GM switch mid game so we play once a weekend but lost some with this and the GM's are quite different.
We have had 13 turns and out outpost is OK, we banked some units for when we start mod 2 so expect things to take off, events so far not a prob as we have been very lucky, Most of the time we are reconning hexes over anything else, then dealing with the various situations, mostly in our settlement.
Our group tends to RP a lot and try to think things through compared to just ripping through things.
Overall its been a fun game for module 1, I'd give it abiut 4 of 5 stars and will write a review once I have finished it as a player and my other game GMing it for another group.
For my game I GM, was 2 but that broke apart due to work schedule changes sadly, the other one I just had to put a hold on until our schedules match again, so soon
This was part of my group from Attack of the Swarm then the aborted Fly Free or Die AP's so they are veterans. They RP a LOT less and like to get down to business, I beleave we got through 6 sessions, playing every other week for 4 hours.
For me as a GM wish there were more random encouters as I have said before so less empty hex deal. The random elemental encounters get quite old real fast so more variety would be nice
Loot can be a chore at times as well, but I made extra encounters as in a misdropped resource the party finds.
I would have liked more scripted named NPC scenarios as well, but I usually intro them in off the cuff situations to at least get em all noted before the end of mod 1.
Thats about it for this game I GM at the moment.
So hoping others will post their experiences be they a player or a GM and make sure to watch out for spoilers so keep them hidde if ya can please.
Thanks
Tom

Leon Aquilla |
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Snazzy. Zenniledie Labs is their sponsor, and I had Zenniledie arrive at the beginning of book 3 like Iron Man making his entrance to AC/DC's "Shoot to Thrill" in Iron Man 2. I play her like Katherine Hepburn, right down to that Hamptons/Transatlantic Accent.
I've been posting an AP by AP review so far. I don't think there's a lack of random encounters -- I stopped using them by midway through book 2 (my group was also driving around in hover go-karts though) -- the group is probably over-levelled.
I do agree that loot can come at weird intervals and if you don't do all the events they can be sparse so I've just been throwing random stuff in at various intervals.

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Sorry for minor derail, but Marvel's ineptitude at soundtrack pairings is one of my few fan level pet peeve's. That was about the only good use of the material across 3 movies. How they only used Iron Man from Ozzie in the credits? Never used Warmachine when Roadie was on screen? I could go on, but it's a travesty

donbuley |
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Things are going well! I'm the GM and we've been streaming our adventure on Twitch, tomorrow is our 10th session(I should be prepping). I think I spent more time than average hexploring before our first charter turn, as that was just last session. Really wanted to get out there and do the hex thing so now we're going to spend time at their settlement Orliedan's Rest. We chose the Lakeside location and the party's patron is Zenniledie Labs. Party composition: Urog Nanocyte, Pahtra Technomancer, Entu Colony Electric Solarian, and a Dragonkin Vanguard that was a bit of a stowaway when they left Triaxus.
We started the adventure at level 3 bc we're all experienced enough in Starfinder we wanted to have a bit more to play with. That said, I probably could have scaled the random encounters during hexploration a bit higher. Because of the low speeds of the Urog and the Dragonkin's speed penalty they pitched in and got exploration buggies and that's been fun to narrate, ripping across fields and forests uncovering the secrets their charter contains. For the main plot they've only found stone needle but that really intrigued them so I think they're going to enjoy that.
For our first charter turn they took a forest as a node, then we did two more charter turns off air and we're going to play the game thru around the settlement until those take effect. We had a guest player for a few sessions, a Moyishuu PreCog that took them on a lovely search for sensestone, so when their settlement reaches out to the mountains to the southwest (named the Hella Mountains after the Vanguard's deceased daughter) they'll get to have another fun node there.
I'm having a blast with this AP, the prep for it is its own game for me. We're still in the early stages of the beginning but I cannot wait to continue with these great people.

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My group is now about two thirds of the way through book 2, and having a blast. Exploration buggies from very early have made exploring nice and quick, and by the current charter turn (10) they've almost finished exploring both halves of the charter. They know where cave entrances are, and even went a short distance into one, but have yet to find the Gyre. They have just finished with the inter-camp security disruptions, and have just been made aware of Fishfair.
The most recent highlight was the reveal of the great sugar caper :)

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I am so happy to hear that your group enjoyed the great sugar caper. I had so much fun writing it!
LOL so... during book one, there's the attack on the settlement, and several npcs can die. They mention the Hardhoofs, Erizand, and Nhamill have important roles. I randomly choose Gabbin and Ta-yeta... *sigh* That's what I get for not reading ahead. ;)

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I am so happy to hear that your group enjoyed the great sugar caper. I had so much fun writing it!
I will say, the entire setup for that event was great. My group had already decided back in Book 1 that they had a leak, and I had managed to work one of the real culprits into a couple of random charter events (there was some minor corruption revealed at one point, and our fave Aspis agent was caught). The group had him on their list of suspects, but had completely glossed over any of the circumstances around the domestic dispute in camp :) To the point, where they were using the actual Sugar Caper culprits to monitor the perishable goods store for further thefts :)
I randomly choose Gabbin and Ta-yeta... *sigh* That's what I get for not reading ahead. ;)
Also, if you're on top of upcoming plot events, you can often improve and add foreshadowing much earlier than the volume it happens in. I've found this to really help with engaged players.
I've worked out that you really need to read ahead at least a little for most Paizo APs. Second Darkness, Serpent Skull, Strange Aeons, Tyrant's Grasp, and now this one. Several times now, there have been encounters designed around 'evil clone' versions of the player characters, so I needed to ask for character sheets ahead of time. If I hadn't read ahead, it would have been very sudden and suspicious.