NO SPOILERS
Skitter Shot is Paizo’s Free RPG Day offering for Starfinder in
2018. It’s a standalone, one-shot
adventure that casts the players in the role of skittermanders, the
delightfully friendly and (sometimes over-)helpful race of six-armed aliens
that have become the game’s unofficial mascot through popular appeal. This review is based on playing through it
once and then reading it. Overall, it’s
a fun adventure that, despite a few flaws, should leave players in a good mood
when they’re done with it. It’s really
hard to hate skittermanders because they’re just so darned . . . helpful!
SPOILERS
The premise of Skitter Shot is that a vesk space
scavenger named Nakonechkin has hired a crew of four skittermanders to help him
with his work. When Nakonechkin
disappears while exploring a luxury liner that’s inexplicably drifting in
space, it’s up to the skittermanders to find him and figure out what’s
wrong. The answer turns out to be a
rogue AI on the cruise ship that has turned the ship’s systems against its crew
and passengers! To save the day, the
skittermanders will need to disable the AI and fight off a hostile pirate ship.
The inside front cover of the module provides the layout of
the cruise ship, while the inside back cover provides a nice list of “10 Facts
About Skittermanders” that should be read to players before the session. The module comes with a full-page character
sheet for each of the skittermanders (they’re Level 2) that includes an
entertaining bio and high-quality artwork.
Each of the skittermanders has a distinct personality and role, which
always helps to bring pre-gens to life.
The adventure itself is divided into three parts.
In Part 1, “Docking Procedures,” the PCs realize that
Nakonechkin has been gone for too long and isn’t responding to
communications. They’ll have to do a
spacewalk over to the cruise ship (the “Emerald Empyrean”) and force their way
through an airlock to gain entry. Apart
from the risk of being struck by micro-meteteroids, this part’s pretty easy and
straightforward.
Part II, “Relaxation Protocols,” is where the adventure
really heats up. The PCs have to fend
off security robots who think they are “pets” and should be caged accordingly,
robotic massage tables that have trapped Nakonechkin into an endless (and
painful) massage, strange shadowy caterpillar-like creepers that have somehow
drifted onto the ship from the Shadow Plane, a former crew member that has
arisen as a cybernetic zombie, and more.
The encounters are done well and are interesting, but I did find that as
both a player and a later reader that it was hard to make sense of how some of
the encounters could be traced to the rogue AI aboard the ship.
Part III, “Termination Measures,” is where the PCs have to
do a sort of skills challenge (complicated by radiation and electricity traps)
in order to shut down the rogue AI.
There’s a problem in the encounter design for this one that is also
found in the earlier encounter against the shadow creepers: only one of the
four PCs has the skills necessary to succeed, and if that PC is dead or
disabled, the party is pretty much out of luck!
More specifically, only the one PC trained in Engineering can disable
the AI, and only the one PC trained in Mysticism can stop the shadow creepers
from respawning each round. Arguably,
this could be a way for each PC to get a chance to shine, but with a little bad
luck the PCs could find themselves in an unwinnable situation. This part of the adventure also has a battle
against space pirates (optional if time is short) that suffers from the same
problem I’ve unfortunately found with Starfinder starship combat in general:
it’s a long slog that provides more tedium and frustration than exciting
thrills. Still, it is a way to show new
players what the system has to offer. [as an aside, the
artwork for the pirate ship depicts a witch straight out of the credits from Bewitched, something that I found
distracting for a futuristic SF game set in another galaxy!]
There’s then a nice little conclusion that has Navonechkin
offering the skittermanders their own ship as partners in his business, setting
things up nicely for future adventures in future years. I would like to see more skittermander
adventures in the future—they were fun and very different to the normal tone of
the game; as long as they don’t get overused.
Overall, although not perfect, you really can’t complain
about such a well-done, professionally written and illustrated adventure that
is 100% free. It’s an entertaining,
welcome addition to what Starfinder has to offer.
1 comment:
Agreed. I with add a few nitpicks. 1. The meteor shower as written is just gratuitous damage. Give them a warning; if the players don't react within 5 or 10 seconds, they take damage. 2. Not enough teamwork needed. 3. No encounters where having 8 limbs would be an advantage. 4. The SecBot is assumed to look standard, which makes no sense on a luxury trip. I am changing mine to look like Carmen Miranda. 5. The final encounter to shut off the computer is a series of skill checks - roll playing. I will replace with a puzzle under time constraint (e.g. taking damage slowly but steadily).
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