Friday, August 23, 2019

Starfinder Society Scenario # 1-27: "King Xeros of Star Azlant" [RPG]


NO SPOILERS

I ran King Xeros of Star Azlant at high subtier using the four-player adjustment.  The scenario has a great overall feel, reminiscent of classic Star Wars in its sci-fi military tone.  There are a few places where the pacing is interrupted by some poor choices, so it’s not an unqualified success, but it’s still definitely a scenario worth experiencing.

SPOILERS

I really like the beginning of King Xeros of Star Azlant.  Instead of the usual sedate conference room, the PCs are summoned to the Lorespire Complex’s hangar bay where technicians are bustling about trying to get ships ready for hasty departures.  Venture-Captain Naiaj gives the briefing not only to the PCs but to two other groups of Starfinders, explaining that a lunar base in the Vast has sighted a vessel that can only be the King Xeros, a legendary ether ship supposedly built by the Azlanti of lost Golarion.  However, the Azlanti Star Empire have gotten to the lunar base first and taken it over, and are trying to figure out the secrets of the ship.  Naiaj divides the Starfinders at her disposal in three groups—a Scout Team to handle recon and analysis, a Shield Team to intercept space-based hostiles, and a Strike Team to handle ground operations.  The PCs form this last group, and it’s all very exciting and military in feel, reminiscent of classic Star Wars briefing scenes with the Rebel Alliance.  It probably helps that the Azlanti Star Empire is a pretty close analogue to the Imperials!

I’ll just mention in passing that this adventure is a homage/sequel to a well-regarded Pathfinder Society scenario, but I’ve never played or read that one so can’t really comment further.  It also ties into the Against the Aeon Throne adventure path—which I think is really cool (but I haven’t played that one either).

Once the three teams, each in their own vessels, arrive at the lunar base (oddly named “Peak of Evening”), they come under heavy fire from ground-based anti-ship batteries.  Strike Team (the PCs) are ordered to do a strafing run and then land for ground infiltration.  The strafing run is handled well, as the Pilot has to make a check or the ship takes direct hull damage (something that can be significant later in the adventure) and the gunners have to hit and do a certain amount of damage or additional enemies are present in the next encounter.  One of my major regrets about Starfinder is how poorly it integrated air-to-ground combat into the game, so I’d like to see more of this sort of thing.

The strafing run completed, the PCs next must choose to infiltrate one of two ground bases (they won’t have time to do both).  They have their first real choice: a construction bay or a greenhouse.  The Starfinders’ overall mission is to find and secure the King Xeros, which makes the construction bay the obvious choice (and it’s what my players chose).  I’m not sure why tables would choose the greenhouse.

In the construction bay, the PCs get their first taste of battle against Aeon Guards (a.k.a., Stormtroopers).  It’s a solid encounter.  When the fighting is over, a group of brakim (gregarious, long-limbed mechanics) emerge and explain that the Azlanti have forced them to work on retrofitting the King Xeros with modern technology.    The PCs are supposed to spend time interacting with various named brakim and make skill checks to persuade them to upgrade the PCs’ ship so it will have a better chance in battle against the King Xeros.  The idea isn’t terrible, and I’m the last to complain about role-playing opportunities, but I thought the entire scene brought to a halt all of the excitement and momentum of the PCs being in the middle of a dynamic battlefield on an urgent mission.

The other option, the greenhouse, also starts with a battle against Aeon Guards.  Accompanying the defenders is an Iztheptar, a crustacean-like humanoid.  The PCs will get access to various computer and paper records, and have the opportunity to make several skill checks to earn special boons during the upcoming battle against the King Xeros.  Like I said, my players didn’t choose this option, but it looks decent. 

As the PCs are concluding their investigation of either the construction bay or the greenhouse, they see four Azlanti ships launch from the lunar base in an escort formation around the King Xeros.  The PCs have to rush to their vessel as Naiaj orders all teams to converge and stop the Alanti from escaping.  This leads to a starship combat, with the other Starfinder ships drawing away the escorts (off-screen) and the PCs in a one on one space battle against the partially retrofitted King Xeros.  My views on Starfinder space combat are often mentioned in my reviews (I think they’re long, repetitive slogs due to the ease of recharging shields and critical hits not doing double damage), and, unfortunately, this space combat was the worst of the lot.  Despite earning all of the upgrades available in the construction bay, my players couldn’t significantly damage the King Xeros, nor could it significantly damage their ship.  Starfinder space combat is like Tic Tac Toe, resulting in endless draws.  After over an hour of inconclusive fighting, I gave the players the option of continuing or taking the “losing” result and proceeding with the rest of the scenario.  They went with that, which cost the secondary success condition but allowed us all to move on with life.   The losing result is a well-done, cinematic one, as one of the other Starfinder ships unleashes a full missile barrage to disable the King Xeros, but the heavy return fire obliterates Shield Team entirely! 

The final third of the scenario has the PCs boarding the King Xeros, hoping to take control of the vessel before malfunctioning Azlanti retrofitting causes a devastating explosion.  I found the map of the ship very confusing, and (according to the forums), I wasn’t the only one.  I had to get some help and make some educated guesses about how various parts of the ship were connected.  Anyway, the ship itself is guarded by some Azlanti robots and a very-difficult-to-bypass trap.  The big bad of the scenario is Aldroxis (from the tie-in AP, I understand), a reasonably tough technomancer.  I thought the battle against him was fair and satisfying.

Although the PCs will likely defeat the Azlanti and take control of the King Xeros, they’ll soon realize that they can’t stop it from a cataclysmic engine overload—all they can do is delay things for a few minutes so they can quickly scour the rest of the ship for ancient treasures.  I found this part of the adventure anti-climactic and cheesy in how it handled the search and necessary skill checks.  The scenario ends with the King Xeros slipping off into the Ethereal Plane, and the PCs reporting back to Naiaj with the bittersweet results that the SFS didn’t get the ship, but neither did the Azlanti Star Empire.

Overall, I think King Xeros of Star Azlant was a very good but not quite great scenario.  I love the urgency and military feel, as well as the cinematic aspects of the story.  I could envision this scenario in other media as a comic book or television episode.  The Azlanti Star Empire make good enemies, and I hope we see more of them in SFS scenarios.  On the other hand, there were multiple places where the excitement grinds to a halt (especially the interminable starship combat)—part of that is the game designer’s and not the scenario writer’s fault, but I’m reviewing the overall experience, not attributing blame.  Anyway, it’s definitely worth playing, and, if you’re playing the AP, it’s a 100% no-brainer tie-in.

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