Concentrate Manipulate Mental Traditions Divine, Occult targets two creatures Defense Will save Range 30 feet Duration 1 minute
You link the fates of two creatures together. Two creatures of your choice in range must attempt a saving throw.
Critical Success The creature is unaffected. Success The target takes half damage from all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage. Failure The target takes damage equal to all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage. Critical Failure The target takes damage equal to double all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
You all know a human! Humor them or they’ll gang up on us! Due to humans be so common among the galaxy, you gain a +1 competency bonus to diplomacy and intimidation checks.
If it can be eaten, you can eat it. You can spend three actions to eat any organic material. You regain hit points equal to two times its level. The object is destroyed. This counts for corpses.
TL; DR-Good, but outside flaws hurt the adventure. 95%
Basics– Hey Kid, want to find some miners for us? Rescue at Shimmerstone Mine is a quick adventure for level 15 Starfinder 2nd Ed characters. Players are contracted to find some missing miner after communications went dark. What happened in the mines?
Mechanics or Crunch– It’s high level Pathfinder/Starfinder 2nd Ed content by Paizo-it’s good. The math works well here as it’s more of the classic formula with players attempting to find all the missing miners. There are fights, traps, and puzzles for them to solve. Mathematically it works well. 5/5
Theme or Fluff– For what it is, it’s a solid adventure. This is a three hour adventure, so if you want more story, you will be a bit out of luck. It is an engaging story of a mine that went crazy and understanding why the mine exploded into crazy riots is part of the Starfinder RPG system and Starfinder universe update, but the adventure’s story works well enough all on its own. For a short adventure, it’s a fun one. 5/5
Execution– Paizo did a good job here, but dropped the ball in some very serious ways. It’s hyperlinked, well laid out, yadda yadda and the standard good things that Paizo does. But, there are serious issues as well as some minor issues. The minor: the adventure says there are x number of miners and you will not find that number. That’s minor, but it drove a player of mine mad! The majors are Paizo didn’t put in a separate picture page for the NPCs. They do that in the Pathfinder and Starfinder adventures, but why not here? It’s even more of an issue because they literally put pictures of the NPCs in the text. Give me a page with them alone to show the players. But the biggest sin here is the lack of pregens. Paizo wants players to make level 15 characters. No, give me some you think my players would build. You did it for level 1 and 5, but why not 10 and 15? You can find them online as people are making them, but that’s a big issue here. This is a good adventure with some serious outside execution issues. 4.25/5
Summary– I like this one, but the flaws are here. In terms of pure math and crunch, it’s solid workmanship showing off the system. For the story itself, it’s fun and expands the world. For the execution, there are a few faults. No pregens is a big red flag. GIVE ME THOSE PREGENS! Make this plug n’ play for tables! Beyond those issues, it’s a good adventure that will play in 2-3 hours while expanding a bit on the world. 95%
Old habits of falling into a group are hard to leave. You gain a +1 status bonus to AC and attack rolls when within 10 feet of another Shirren or insectoid character.