NO SPOILERS
First up, it's a cool cover image both in the foreground and the
background. I'm still not a fan of the overall design aesthetic, but I
think this one works a lot better than the cover for Chapter One did. The
inside-front and inside-back covers are stats, background, and interior layout
for a new bad guy ship that appears in the adventure and could easily be
re-used by a GM in other contexts.
The back matter starts with a ten-page gazetteer of the planet
Castrovel. Castrovel has four large continents, three of which are ruled
(respectively) by lashuntas, ant-like formians, and xenophobic elves, while the
fourth continent is a sort of agreed "no-go" jungle wilderness full
of megafauna and exotic plants. The section starts with a handsome
two-page map spread of the planet and then goes into an overview of each of the
four continents. It's a well-written and interesting overview, though not
as self-consciously full of adventure hooks as some RPG gazetteers are. A
couple of bits I liked is the idea of Mountainheart Cities (cities built to be
retractable into subterranean chambers in times of war) and a "portal
grove" owned by a green dragon who sometimes hires adventures to explore
their myriad destinations. I should note that a quick skim of the Pact
Worlds hardcover shows that its entry for Castrovel is largely a
reproduction of the text in this AP volume.
Next up is an eight-page overview of the Cult of the Devourer, a chaotic
evil movement devoted to anarchy, destruction, and bringing about the end of
the universe. The entry quite cleverly and persuasively discusses how a
group devoted to anarchy and chaos could also form an "organisation",
and there's an excellent description of how they recruit from the dissatisfied
elements of society. I like the distinction between "wall
breakers" (the visible berserker thugs the pubic is cared about) and the
"hidden ones" (devotees who live "normal" lives but are
secretly gathering information, sabotaging defenses, spreading rumors,
etc.). The Devourer is a god, and sometimes it sends representatives
called atrocites to help particular cells of the cult. The scariest part
of the cult are "feaster cells" that are like the reavers from Firefly:
they will happily spend their time making sure an unconscious foe is dead and
start engaging in cannibalism rather than do the (tactically smarter) thing of
moving on to the next active threat. The section includes a new mystic
connection ("Devastator") that is really powerful compared to
most. It also includes some new gear, such as disintegrator weapons (used
by one of my later PCs).
The "Alien Archives" section of this issue introduces seven new
creatures. Two of them are playable races: "ferrans" (squat
humanoids from Ratheren, the high-grav world detailed at the end of the issue)
and "woioko" (watery humanoids from the planet introduced at the end
of the last issue). Other creatures include "kaukariki" (super
annoying monkeys), "lore guardians" (essentially golems, but with
enough differences to warrant a separate entry), "whiskered
renkrodas" (standard predatory dinosaur), "sky fishers" (aerial
threats with handy camouflage), and "yaruks" (trampling herd
animals).
The new planet on the "Codex of Worlds" page is Ratheren. To
be precise, Ratheren is a moon that once orbited a planet that was sucked into
a mysterious black hole-like space anomaly! Those who reacted to the
threat quickly enough built a shielded city on the moon, but no one knows what
happened to the planet itself. It's a solid SF hook and perfect for a GM
to use their imagination with.
Overall, an excellent selection of supplementary material.
SPOILERS
The backstory to the adventure concerns the Temple of the Twelve, a sort of
monastery/observatory on Castrovel constructed by ancient elven scholar-priests. The temple’s builders had observed a strange
ring of twelve stars in the sky, which their research and divinations indicated
was of great cosmic significance. When
they had learned as much as they could on Castrovel, the temple’s builders
departed for parts unknown, leaving the building to gradually fall to ruin in
the jungles around it. Centuries passed
until, shortly after the Gap, an explorer named Halkueem Zan braved the
interior of Ukulam (the wilderness continent) and located the Temple of the
Twelve, narrowly escaping with his life and enough notes from his journey to
become famous.
Part 1 of the adventure starts off right where Chapter One left off. As the PCs fly their new ship off the Drift
Rock and back toward Absalom Station, it’s attacked by a Corpse Fleet ship
called the Iron Rictus. Essentially, it’s the required starship
combat because otherwise the chapter doesn’t have any. And an annoying trend continues: whether the
PCs win or lose the starship combat doesn’t matter, as the story proceeds
exactly the same either way.
On Absalom Station, there’s no more intrigue or adventure to be had with
resolving the conflicts between Astral Extractions and the Hardscrabble
Collective. Instead, Chiskisk of the
Starfinder Society tells the PCs that the symbols they found on the Drift Rock
are similar to those found in the diaries of Halkueem Zan stored in the Qabarat
University of Xenoarchaeology and Xenoanthropology on Castrovel. Obviously, the connection needs to be
investigated, so the PCs are about to go planet-hopping!
As an aside, the chapter goes to great lengths to establish how reckless,
unprofessional, and irresponsible Halkueem Zan was as an archaeologist—he’s
portrayed as very much an Indiana Jones-type rather than a serious, careful
scholar. But my PC loved the stories of
Halkueem Zan and tried to imitate him as much as possible, which was great fun.
When the PCs reach the university, they get caught up in a “pulled from the
headlines” situation. One of the
professors on campus has unwittingly said something perhaps factually true but nonetheless
incredibly offensive, and activists have called for his resignation. The professor, however, doesn’t think he’s
done anything wrong and is upset that he’s been suspended by the university. The adventure only presents one solution,
which is to persuade the professor to apologise. A one-sided and simplistic answer to a
complex problem is the sign of poor writing, and I’m not impressed with how it’s
handled here.
Anyway, once the PCs get access to the office of the scholar they need to
speak to in order to see Halkueem Zan’s notes, they quickly figure out she’s
been kidnapped! To be precise, the PCs
could miss every single one of the many clues in her office, but a police
detective will then arrive and find everything they missed and explain it all
to them. Examples abound of why people
complain that Dead Suns is an
adventure on the rails. Fortunately, I
guess, my group did things very conventionally in Chapter Two and railroading wasn’t
as visible a problem as it would be for us later.
In Part 2, the PCs have taken a magical gate to a coastal staging area on
Ukulam in order to follow the trail of the kidnapped academic. This part of the adventure requires some
heavy wilderness travel, and really takes advantage of things like rations,
heat endurance/armor environmental seal charges, ammo reserves, etc. In short, all those things that lazy players
neglect come into the foreground here, and I loved it! This part includes a really exciting,
well-handled chase sequence as the PCs have to escape from an angry herd of
beasts. Other problems include natural
hazards, memorably annoying poisonous monkey-creatures, and the first signs of
who’s responsible for the kidnapping: the Cult of the Devourer! It seems the Starfinder Society isn’t the
only group to put two and two together and realise the Drift Rock could connect
to the Temple of the Twelve. There’s a
long-range sniper encounter (always good to make weapon range increments
significant), an interesting encounter with a diseased cultist left for dead,
and then great set-piece battle in, on, and around a giant statue of a reclining
elf (good staging makes all the difference!).
The artwork and maps help make everything clearer.
In Part 3, the PCs reach the Temple of the Twelve. To get inside, they have to get past an
ancient guardian who is one tough dude! The
temple itself is full of interesting lore and very flavourful. The first hints may come to the players that
the Drift Rock is actually a small part of an ancient sun-destroying weapon
called the stellar degenerator (“It’s not a copy of the death star, you see,
because it like, brings death to the stars!”)
The rest of the cultists are here, but they’ve already transmitted their
findings to a mysterious location in the asteroid diaspora and set up the next
chapter of the AP.
Overall, there are definitely some flaws in Chapter Two, but they’re much more noticeable on reading it afterwards than on the first instance. I had a great time in this part of the adventure, and it remains probably some of my favourite Starfinder gaming to date.
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