![]() The AP even generously lends me the stats for Barrow Reapers, Cenotaphs, and Eulogies I can punish any overly ambitious party that thinks they're all-powerful Gods with. They tried the mountains, and found they weren't equipped to pass through them! As written, you are a single ship that can not hope to prevent the enemy from taking possession of the macguffin. The Fellowship had to pass through Moria. It could not be destroyed (Gimli, son of Gloin) by any craft that they there possessed. "There was only one solution proffered in Book 6!" You want a real railroad? Try the beginning of Devastation Ark part #3. If you don't want to play an AP, then let your GM know that you're not interested in that and give him time to improvise something not AP related. Which, quite frankly, I don't even understand what that means in this context. The main criticism that seems to come up from certain people incessantly is that it's a "railroad". Your timeline then becomes 'waste too much time and the absolam system gets think book 6 has aged better now that we know we could have put a bunch of level 17-19 Sivv constructs on the Degenerator ready to wipe the floor with the party if anyone wanted to go the "No we want to board the Stellar Degenerator" route. Book 6 could then have been a running battle against time as the SD was traveling through the Drift (either trying to find a place to destroy it while being chased or trying to recover and sabotage it). Book 5 could have been an attempt to prevent the capture of the SD. Overall, I think that the story could have been streamlined by removing book 3 and compressing 4 and 5. No hits, no wild saving throws, no damage to work around on the final run, no events to alter the ship's geography and push the players to moving faster. Additionally, the mechanics of space combat seem to play against the notion that a space battle could progress for days and days (multiple 8 hour rests are possible) with no impact on the empire of bones. A few bad rolls in the wrong place.a few good rolls in the wrong place, and the party is just dead.īook 6 bothered me because it presented the AP solution as the only reasonable path forward, but that really wasn't the way my party saw it. While some parties had it 'easy' on those fights, I feel that they swing too heavily on random chance. There were insufficient encounters which provided sufficient experience early in the book, necessitating multiple overtuned encounters at the end to meet the xp requirements. Additionally, the whole book is nothing more than a red herring with basically nothing to find until the final enemies leave home with the incriminating usb drive hanging on a chain around their necks. I felt 3 was weak and incredibly overtuned in comparison to anything prior. I'd have to go with something like 1, 4, 2, 5, 6, 3. Especially because other APs prove that Paizo is perfectly capable of structuring and telling complete and cohesive adventures in Starfinder. It kinda annoyed me to see how flimsy the plot is in Dead Suns. The Corpse Fleet are a lot more interesting and creepy, but they're given so little screen time over the course of the adventure that their sudden appearance at the end feels unearned and shoehorned. We joked that the party had probably killed more kish by the end of book 4 than the cult did. Their "decentralized" structure means that the PCs don't even have a clear central figure to oppose. The AP never manages to show them doing anything bad, instead only telling things second hand. The Devourer Cult are just boring and unthreatening. The first four books have you chasing a trail of clues that you're drip fed by NPCs without ever actually engaging you to work anything about yourself. Overall though, the AP has a lot of plot elements and steps that don't follow logically from one another, and a lot of "Go follow the mac guffin - oh, your mac guffin is in another castle!". Book 3 and Book 6's characterization of Eox and the Corpse Fleet and some of the associated adventuring were a highlight. Book 2's linear, decision-free jungle trek full of diseases and poisons actively got grumbles at the table. Book 2 is by far the worst of the lot, but all the other books have some clunky, rail-roady, or frustrating elements that make them all kind of mediocre.
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