NO SPOILERS
The Liberation of Locus-1 is a 64-page entry
in Starfinder’s adventure module series.
Designed to take characters from level 4 to 7, it can be run as a
standalone adventure, a natural follow-up to Junker’s Delight, or as a
replacement volume for an adventure path.
I played it with my fun characters Nixxer and Professor Kipe and thought
it was a solid adventure even if those PCs didn’t quite fit what the story
expected. As the title indicates, the
adventure centers around Locus-1, which is a scientific space station orbiting
a mysterious “metastar” in a recently-discovered star system.
First up, let’s talk about art. The cover is solid, and it’s nice to see the Sunset
Maiden again, but it would have been even better to have Locus-1 depicted
as part of the action. That’s because,
inside the book, there’s not really a good exterior shot of what the space
station looks like! I find this a common
problem with Paizo books—minor NPCs get artwork, but key settings which are
hard to describe in words are left to the imagination. As for the interior art, it’s okay, though a
bit cartoony and undetailed for my tastes compared to the hyper-realistic art
in the Core Rulebook. The
interior maps are well-designed, but they are *large* in scale and a GM will
need to prepare accordingly (more a concern for an actual tabletop game than
for a virtual tabletop one). It would be
nice to have a visual representation of the Locus System to go along with the
written description in the gazetteer.
Speaking of the gazetteer of Locus-1 and the Locus System,
that’s the first piece of back matter.
In eight pages, we get a well-written history and overview of the star
system and the space station built to investigate the mysterious metastar at
its center. There’s some particular good
bits I like, such as a small Starfinder Society lodge and a bar called the Hard
Stop that tries to present itself as a classic “seedy cantina/dive bar” but
can’t pull it off because Locus-1 is just too civilised! The setting has all the elements that would
make it a great “home base” for the PCs: it has basic infrastructure, good
NPCs, isn’t overwhelming by having information spread across a dozen books, and
it supports some interesting adventure hooks.
In other words, it’s easy to envision a campaign set entirely in the
Locus System.
The second piece of back matter is the “Adventure Toolbox”
(6 pages). This starts with a page of
weaponry that utilise special Locus crystals that give a weapon a special
property: Healing. In short, blast
someone with one of these, and they heal hit points instead of taking damage! They’re limited use, of course, but still
pretty neat in concept. The section then
moves on to an Alien Archive, with three new creatures. There are two playable races whose homeworlds
are in Azlanti space: gathols (hulking but frankly forgettable
mountain-dwelling humanoids) and tromlins (dinosaur-humanoids that will surely
meet a burning desire in some player’s hearts).
The third new creature is mindshroud rays, which can attach themselves
and take over a humanoid’s body—they’re probably more a story aid then a direct
threat.
Onto the adventure!
SPOILERS!
The adventure hooks for The Liberation of Locus-1
are a bit sketchy. There are a few short
ideas on reasons the PCs might have come to the station, but this is an area
each GM will have to expand on their own because it doesn’t really matter from
the adventure’s perspective. Instead,
this is one of those adventures where the PCs are in the wrong place at the
wrong time and simply get drawn into a course of dramatic and dangerous events.
Part 1 (“Four Alarms”) starts with a bang, as the PCs are in
a marketplace on Locus-1 when suddenly a dinosaur crashes through the area,
goaded on by a pirate! An exterior
window gets shattered in the fracas, causing a hull breach and exposure to
vacuum that threatens to suck nearby civilians outside! The module divides the situation into four
separate “Events” and explains how the order they’re ran can be rearranged
depending on the PCs’ response. This is
smart because it keeps the action from becoming overly scripted and
rail-roady. The encounters are very
detailed in terms of terrain, hazards, enemy tactics, and other special
considerations, which helps give each one a special feel. In other words, the writing was done
carefully instead of lazily. Various
NPCs intervene in the encounters, which is important to establish Locus-1 as a
“real” place instead of a cardboard background for the PCs to run rampant. The overall goal of Part 1 is to introduce
the PCs to Locus-1, some of its key NPCs (including its ruling Science
Council), and to give the impression that life on board may be far from sedate.
Part 2 (“Chaos System”) consists of four mini-adventures
that can be presented in any order (though there is a natural progression to
them, it’s again good that the GM can be flexible depending on what the PCs
do). Before the adventures are
described, several pages in this Part are devoted to helping the GM continue to
introduce the setting, major plot points, and how key NPCs adjust their
attitudes depending on the PCs’ interactions with them. It’s an intelligent way of integrating a lot
of material. As for the missions, the
first one is “Research Recovery” and has the PCs leave Locus-1 to travel to the
planet Tyru, where magic is unstable and the weather is awful, to recover some
data from a research station that was recently destroyed. The second one is “Mining Camp 001”, and this
is where the PCs may first learn that the Azlanti Star Empire is interested in
the Locus System as well. The action
takes place on the planet Godrum, where the Azlanti are using android slaves to
mine crystals. There’s a lot of great
detail to reward careful planning on the players’ part. Alas, I think my group accidentally/on
purpose blew this planet up! The third
mission is “Pirate Problems” and sees the PCs confront the pirate group
responsible for the drama in Part 1.
They’ll have to repulse an ambush on the station (I like how civilians
can accidentally be hit) and engage in a starship battle against the pirates’
flagship. This leads naturally into the
fourth mission (“Besmara’s Head”) which sees the PCs storming the pirates’ base
in the Locus System, a floating asteroid in the shape of a skull! This is the longest mission, as the base has
several surface chambers and catacombs to explore and multiple encounters. In
effect, it’s a big “space dungeon”, but one that’s done well and is
interesting.
Part 3 (“Battle for Locus-1”) is something I can review only
as it comes across on the page, because my group didn’t play through most of
it. The premise is that Locus-1 has
become the target of the Glaive of Remulis, an Azlanti destroyer, and
ordered to surrender. Most members of
the ruling Science Council are ready to capitulate, but one member thinks the
attack can be repulsed if the station’s Locus array (some high
magic/tech) can be activated. It all
looks very exciting, with the PCs expected to hold back waves of Azlanti
troopers as they simultaneously work furiously to get the Locus array
activated and then engage in battle with the Azlanti destroyer. It also looks like a big GMing task, as
there’s a *lot* to handle. The reason my
group ducked out of it was that we were playing mercenary types and this part
of the adventure was designed for straight-out heroes. Most adventures hedge their bets by offering
some sort of reward, but this one didn’t, so our group thought fleeing for
their cowardly lives was the most profitable outcome! I know this disappointed the GM, but it
really wasn’t his fault—we were having a blast but wanted to stay true to our
characters’ motivations.
Anyway, that’s The Liberation of Locus-1. I definitely recommend it for some of the
best Starfinder adventure design the game has to offer.
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