Ring Side Report- RPG review of Starfinder Society Scenario #7-06: Archives of Eternity

Product– Starfinder Society Scenario #7-06: Archives of Eternity

System- Starfinder 1st Ed

Producer– Paizo

Price– $5.99 here https://paizo.com/products/btq03kpf?Starfinder-Society-Scenario-706-Archives-of-Eternity 

TL; DR-Good worldbuilding, but a bit short.  98% 

Basics-Time to keep exploring!  Archives of Eternity continues the main metaplot as the Starfinders continue to explore Aballon.  This time an old archive is found.  Who was there, why where they there, and what secrets are hidden in the archive?

Mechanics or Crunch– This is a very story forward adventure.  If you are a combat monkey, then you might not enjoy this adventure as much as some others.  The combats that are here are good, but they tend to be kind of short.  That’s not bad as the math that’s here works well.  But, if you wanted four hours of just crunch, you will be slightly disappointed. 4.75/5

Theme or Fluff– The story is the main focus of this scenario.  I’m saying this because the whole point of this adventure is to explore a long lost archive of materials.  And with that, it succeeds well. Several questions are answered, but many more are presented.  That’s fun world building for the Starfinder society. 5/5

Execution– This is the Paizo I know and love.  We have solid layout with solid text, with solid pictures, and an overall ease of reading.  This is the Paizo quality I love.  5/5

Summary– Starfinder society for 1st ed is almost done.  I love what’s here, and Paizo is giving this world a fun sendoff.  These adventures are key to helping with that send off.  It’s not perfect, as its maybe a bit too story focused.  I like the story, but some of my more combat oriented players were a bit disappointed.  It won’t take four hours, but it will build out your Starfinder experience.  98%  

Daily Punch 9-19-24 Vitality Rebate mystic feat for Starfinder 2nd Ed

How about a free one from the universe?

Vitality Rebate Feat 10

Mystic Transfer


You have mastered value when it comes to life itself. When you do a vitality transfer, for every 4 hit points you transfer, you may transfer 1 to yourself. This 1 HP does not come from your vitality network and is instead free from the universe.

Thoughts?

Ring Side Report- RPG review of Starfinder Society Scenario #7-02: Zo! vs. Zo

Product– Starfinder Society Scenario #7-02: Zo! vs. Zo

System- Starfinder

Producer– Paizo

Price– $8.99 here https://paizo.com/products/btq02eza?Starfinder-Society-Scenario-702-Zo-vs-Zo  

TL; DR– Fun, logic be damned!  87% 

Basics– What’s ya name!?  In Zo! Vs. Zo, the Starfinders are asked to help Zo! Defend his semi-good honor as his name is threatened by a city called Zo.  How will your group of Starfinders fare as lawyers and in combat?

Mechanics or Crunch–  This is a fairly simple adventure with some combat, some social, but no exploration.  It’s all set in cities as the Starfinders have to prove they can do the fighting, then attempt to set up a legal defense, and finally a real defense in legal combat. It’s a bit on the rails, but still good.  The mechanics are well done and felt fair and fun. 4.5/5

Theme or Fluff–  The story is a bit off here.  The basics are to prove you can fight, do legal skill checks, do more legal skill checks, and then fight no matter what.  The legal stuff felt off.  I would like the option to just not do the second fight if the characters succeed enough or for them to just push for combat.  That’s how I would run this for a home group, but for Society, the flow makes the adventure feel strained.  It works, but the logic is a bit off. 3.5/5

Execution– Yeah, we all know this was gonna be a 5/5.  It’s a Paizo book.  I keep saying this exact sentence when I write about Paizo.  They know layout, text, and art.  It’s an easy to read adventure.  Maybe the one thing that would help is having separate art from the other legal combatants, but that’s extremely nitpicky.  This is well done.  5/5

Summary-This is a fun adventure, but maybe not the most logical adventure.  Any group of guys and gals will enjoy the adventure, but it’s a bit linear and a bit nonsensical.  That said, it’s an adventure to a world that most Starfinders have not been to and some courtroom drama that almost no players outside of those brave profession (barrister) players do.  You will have fun, but maybe don’t think too hard about why things are happening.   87%

Ring Side Report- RPG review of Starfinder Society Intro: Year of Era’s End

Product– Starfinder Society Intro: Year of Era’s End

System- Starfinder 

Producer– Paizo

Price– $8.99 here https://paizo.com/products/btq02ez9?Starfinder-Society-Intro-Year-of-Eras-End 

TL; DR-The start to the end! 93% 

Basics– New boss, new random magic thing, new place, who dis?  Year of Era’s End sets out to establish the next and final meta plot for Starfinder Society 1st edition.  The Starfinders have made new friends with the Anacites on their barren homeworld.  Will the Society understand how the latest found magic item works before evil robots try to kill us all?

Mechanics or Crunch–  This adventure is fairly simple and similar to the usual first adventures of a season.  You have a few fights, a few social encounters, and a few skill challenges as you explore.  It’s not crazy, but it all works well. 4.5/5

Theme or Fluff–  Much like the mechanics, this adventures is pretty standard for the first adventure of a season.  You will meet the new boss, meet some new friends/middle managers of the Starfinder Society, and a new adversary group.  The adventure is split in two, with two different goals in each as you try to understand the newly found device.  It’s standard, but decently well done.  4.5/5

Execution– Paizo knows adventure production.  Layout is good, text is easy to read, and organization is good.  The maps are all available, and the monsters and NPCs all have pictures that I don’t have to crop myself.  I’ve even adjusted to the increase in cost as nine bucks is about the price of a movie and this will take about three to four hours to play.  Solid work.  5/5

Summary-It’s the end of the world, and I feel fine!  Starfinder Society First Edition is going away, and this honestly is a decent start to that.  It’s some simple mini adventures that get a metaplot started, introduce new characters in the lore, and allow for some fun encounters along the way.  If all the final adventures work like this, it will be a good send off.  93 %

Daily Punch 1-9-24 Divine Discipline M0 mystic spell for Starfinder

Just a quick hit from the divine!

Divine Discipline

Classes Mystic 0
School evocation
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

Description

When you cast this spell, choose positive or negative; the spell gains that descriptor. You ask your god to punish the guilty as you choose a target. The target must make a Will save. On a failure, the target takes 1d3 damage of the chosen energy type.

Daily Punch 1-4-24 Expanded Connection feat for Starfinder

Learn more of that old time religion!

Expanded Connection

You expand deeper into the mysteries…

Benefit: Choose two 1-level mystic spells and one 2nd-level mystic spell. You gain one additional casting of each first level spell you know and you can cast the 2nd-level spell once per day for every 6 character levels you have. If you later gain levels in mystic, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

Thoughts?

Daily Punch 12-29-23 Spore M1-6 mystic spell for Starfinder

creation and distruction intertwined!

Spore

Classes Mystic 1-6
School conjuration (healing, creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one living or undead creature
Duration 1 round/level
Saving Throw Fort ends; Spell Resistance yes

Description

By invoking the twin nature of creation and destruction, you coat a target with fungal spores. These spores burrow in on a failed Fortitude save. If the target is coated with spores, each turn the target takes damage depending on the spell at the start of its turn and you gain that many hit points or stamina. The target can make another Fortitude save at the end of each of its turns to end the effect.

Spore causes damage to your target and restores a number of Hit Points to you depending on the spell’s level.

1st: 1d4
2nd: 3d4
3rd: 5d4
4th: 7d4
5th: 9d4
6th: 11d4

Thoughts?