NO SPOILERS
In the rest of this non-spoilery section, I’ll cover the
book’s back matter.
First up is “Khefak Depot” (four pages), a gazetteer of the
settlement featured in the adventure. As
gazetteers go, it’s okay, but probably needed to be longer and more detailed if
Khefak Depot is intended to serve as a potential “homebase” for the PCs beyond
the end of the adventure. It could also
have better integrated the scrap-theme.
There are a few cool bits, like a tourist-trap called Necroplace (where
visitors can simulate being undead), an ominous NPC called the Water Dealer
(one could certainly generate some adventure hooks relating to him), and
another themed resort called Thassilon (I wasn’t sure if any mention of it
survived the Gap!).
Second is “Adventure Toolbox” (ten pages), a real grab-bag
of material. It begins with a few ways
the PCs could have come together for the adventure (I thought they were pretty
ordinary, but serviceable). Next up is
junk-themed gear. I really like the idea
of wrist-mounted garbage-disposal blades!
Some of the higher level items get stupid in both price and concept (an
artefact of the system’s insistence that all weapons and armor have multiple
types situated within a formula). Scavenging
a garbage disposal mechanism from a scrapyard for a weapon at Level 1 is cool;
spending 170,000 credits for a Level 16 version is just goofy. Along with junk-themed gear, we also get some
junk-themed spells. The spell junk armor
is particularly nice for a character intending to “make do with what’s around”
(like my penny-pincher, Nixxer). A new
archetype, the junkomancer, is included.
It’s a nice idea, but honestly probably not worth it for the vast
majority of builds. Three new creatures
are included: a drift phantom (forgettable), a junk golem (good), and a
thastertoad (forgettable). And last,
there’s two brief one-paragraph long suggestions on how the GM can continue the
fun after the adventure proper is over.
SPOILERS!
Okay, let’s get into the adventure! It’s divided into three parts.
Part 1 (“Pest Control”) starts with the PCs arriving at
Khefak Depot and quickly intervening (presumably) in an alleyway shakedown of a
ysoki named Riddle by a street gang named the True Warriors. After running off the toughs, the PCs learn
that Riddle operates a junk shop and, in thanks for saving her, offers them a
reward and even jobs. It’s a strong
opening and will get the players involved in the action immediately, which I
think is important for new players especially.
Riddle’s job for the PCs is to investigate the disappearance
of an android historian named Vari-13.
Vari-13 came into Riddle’s shop looking for a piece of salvage that they
claimed could “change the galaxy.”
Assuming the PCs agree to the job, the adventure then has an abstract
system of skill checks to find different clues.
I thought this bit could have been done better, as it requires a GM to
improv in-story reasons the PCs are finding these clues, and improv isn’t
necessarily an easy skill for a beginner GM.
In any event, the clues will lead the PCs to area of the vast scrapyards
around Khefak Depot called the Caryards (full of wrecked starships). The PCs need to navigate a bit of a maze and
fend off some khefaks (big scorpion-like predators) and junk-related hazards
before finding Vari-13 hiding in a trailer.
The android explains that they’ve been looking for a lost
science research vessel named the Stellar Flare, believing that the crew
discovered a way to draw power directly from the Drift that could be used to
support entire energy infrastructures.
With some work, the PCs are able to use the data that they’ve obtained
to triangulate a likely position for the Stellar Flare—deeper in the
scrapyards.
As I mentioned in the opening paragraph of this review, a
lot has been done to support a new GM here.
There are sidebars specifically devoted to the first fight, how to
divide XP afterward, how to handle radiation (though it doesn’t mention that poisons
impact HP), how to level up characters, and more. Although khefaks appear in a volume of the
Alien Archive, the GM doesn’t have to look up their stats—instead, the
adventure itself gives a full write-up and even explains what concepts like
“mindless” mean. I think it’s bound to
make a difference in making the adventure easier to run.
Part 2 (“The Last Scrap War”) begins with probably my favourite piece of
artwork from the book: a goblin picking his nose while his ally looks on in
embarrassment. In this part of the
adventure, the PCs realise that the Stellar Flare is in an area of the
scrapyard contested by two rival gangs: the Trashhunters (goblins) and the
Unbroods (ikeshtis). Fortunately, one
member of each group has struck up an unlikely friendship together, and the PCs
can get them to help out. They’re a
really funny duo. There’s a multi-part
fetch quest in this section as the PCs need to assemble parts of an EMP key
that will allow entry into the force-shielded starship. In true cinematic style, just as the PCs get
what they need, both rival groups converge and threaten to unleash war on each
other, with the PCs caught in the middle!
This bit could indeed be a real challenge for low-level characters, but
hopefully victims will just get knocked out and not killed. Useful sidebars (on things like spell
gems—complicated!, how broken items work, how Aid Another works, etc.) continue
to appear.
Part 3 (“Flare Out”) has the PCs investigating the interior
of the Stellar Flare. Exploring
the inside of a dangerous starship is a Starfinder staple (the equivalent of a
dungeon crawl). The real challenge here
is the inclusion of two “driftdeads” (incorporeal undead)—unless the party has
the right tools, fighting incorporeal creatures can quickly become a losing
proposition. There is a very handy
sidebar for the GM on how incorporeal creatures work, but it probably would
have been better to save the concept (and the escalated threat level) for a
future adventure. The fun and original
bit in Part 3 is that after taking control of the ship, the PCs realise they’re
about to be invaded! The leader of the
True Warrior gang and their minions are on the way, and the PCs need to set up
traps and obstacles to slow them down. A
lot of creativity can be brought into play here, but there’s a simple system
provided for the GM to adjudicate things without getting overwhelmed. A lot of RPGs have the PCs as the aggressors,
so it’s fun to switch things around and have them be the defenders for once.
The adventure has a brief conclusion (Vari-13 will need to
take some time to sift the data form the Stellar Flare, so no galaxy-changing
discoveries right away!) that leaves the PCs in a good position to continue on
with a homebrew adventure around Khefak Depot or transition to another
published adventure.
Newbie-friendly products are a great way to grow a game, but
even as an experienced player I thought the story was strong. All in all, I had a blast with Junker’s
Delight, and I bet you will too.
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