NO SPOILERS
SPOILERS!
System Takedown is set on the pahtra homeworld
of Pulonis, known to the occupying Veskarium empire as Vesk-6. The PCs take on the role of rebels on a
mission to bring down a corrupt and particularly brutal Veskarium regional
consul named Shethris Nazriar. Although
they’ve obtained evidence of his numerous crimes, the rebels know that anything
they put on the planetary infosphere will be quickly scrubbed. Thus, the only way to get it out is to
infiltrate a military communications facility in a remote jungle and use its
emergency planetary broadcast system to send it directly to everyone! In other words, it’s a bit of a combination
of Han Solo’s mission on Endor to capture the remote shield generator facility in
Return of the Jedi and the crew’s mission to broadcast the Alliance’s
crimes in Serenity (Can’t Stop the Signal!). In a fun twist, the entire mission is being
live-streamed by the resistance and the GM is given scripted comments from the
stream’s “audience” to share at particular points in the story; the PCs get
minor bonuses if they follow the (randomly determined) suggestions of the
audience. I didn’t do a great job with
it, and it might be an idea that actually works better over a virtual tabletop
or play-by-post, but I really liked the idea.
The adventure starts with the PCs approaching the outpost
through the jungle and having to figure out a way to get inside. The approach is guarded by roving patrols of
Vesk guards and automated defence turrets.
A patient group can study the defences and learn the overlapping routes
of the guards and area of coverage of the defence turrets, and sneak through
the gaps to reach the entrance door. Or,
they can do what my players did, and just attack! Either way, once at the door, there’s a
challenging hack. In another nice
addition, the PCs on the ground are supported by a remote communications/computer
specialist who can aid with advice or even hacking (though it takes
longer). Overall, it’s a detailed and well
put together encounter.
The interior of the base consists of seven rooms. There’s the usual fight against robot guards (first
“Incapacitator Robots” and later the much more common observer-class security
robots), a trap (spinning force blades), a non-hostile NPC for a bit of
role-playing, and an (optional based on time) fight against a shadow
mastiff. The main encounter has a good
premise: in the communications room, the PCs face an entire system shutdown and
have to quickly achieve a certain number of Computers checks in a set timeframe
while simultaneously battling the robots.
I’m a big fan of time-sensitive encounters that combine combat and
non-combat challenges and force the party to make strategic (and sometimes
hard) decisions on where to focus their efforts. In another fun addition, Consul Nazriar has
learned of the group’s intrusion and sends them mocking messages throughout
their time in the facility (though the messages get more and more panicked as
the PCs make progress).
The climax is great and foreshadowed well through the “livestream
chat”. Having realised his career is
over, Consul Nazriar steals a freaking mech and tromps down to the base to
confront the PCs as they emerge! A
Huge-sized mech is a memorable boss fight, and Nazriar is given enough of a
personality that there’s plenty to work with in terms of threatening
banter. Despite its threatening appearance,
the mech actually isn’t that tough, but it does have some cinematic abilities
like firing volleys of missiles or grabbing creatures and hurling them into the
air.
The epilogue is written well: the rebels still have a long
way to go, but have improved things in one area of the planet. I’m also happy the PCs got to be
rebels, after some of those Starfinder Society adventures where the PCs are expected
to take the Veskarium’s side! Anyway, I
thought System Takedown was a well-written adventure and would provide
a good experience to new and experience players alike.
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