NO SPOILERS
I got to play this via play-by-post. I definitely recommend it, even if there’s
one story element that I think falls a bit a flat. The Special as a whole is really impressively
done, and is a worthy capstone to the long-running Bulwark story arc.
SPOILERS!
I have to admit to feeling underwhelmed that the answer to
the big mystery of “What happened to the Bulwark” is an invasion of pretty
generic monsters I’ve never heard of before. The Bulwark was captured by an
army of grioths led by a sadistic general named Itharris. Grioths are winged bad guys with the usual
expansionist motives common to many fantasy alien races and I just can’t think
of a single memorable thing about them.
Putting that to one side, there is an interesting angle with the grioths
having spent their time in control of the Bulwark constructing something called
the Voidglass Spire, a towering structure that channels psychic power for
nefarious purposes. The scenario puts
the concept of the Spire (and “voidglass” in general) to good effect in various
plot points. And more, the scenario
provides an interesting pre-SFS history of the structure they would discover
and call the Bulwark: it’s on the planet Mazdrun, homeworld of an ancient,
incredibly powerful, twelve-limbed species with deep knowledge of planar travel
known as the Founders that eventually became extinct, their souls united into a
single magical being named the Merged One.
I can get behind big science-fiction concepts!
The Introduction to the scenario starts with the PCs aboard
a fleet travelling toward Mazdrun and receiving a briefing by Ixthia the
Unbreakable. Unlike many past Specials,
there are no “mustering activities” here as tables get organised—just
introductions to get some role-playing off the ground. That’s probably fine, in my opinion—Specials
tend to be so packed with material anyway, the little skill checks and bonuses
of mustering activities aren’t really needed.
In Part 1 (“Recon”), each table gets to choose one of four
different missions to take on (and can move on to another mission if they
finish the first one quickly). First,
there’s “Establish Comms”, which has the PCs needing to set up signal boosters
on Mazdrun’s surface in between storms that wreak havoc. It’s essentially a skill challenge, and like
all skill challenges, it works well if the GM can add enough flavour to keep it
from becoming just a dice-rolling exercise.
The mission results in the PCs discovering a source of darkness
underground and a signal from surviving Starfinders inside the Bulwark! Second, there’s “Downed Vessel”, in which the
PCs are tasked with investigating the wreckage of Wisdom’s Grasp, a
Starfinder ship that intended to rendezvous with the Bulwark just before
contact was cut-off with the outside. I
love the backstory element that the ship was downed by intentionally
intercepting a grioth laser beam meant to destroy Struggle’s Scholar,
tying in perfectly to that classic scenario.
Anyway, the PCs will trigger a lot of haunt-related traps as they
explore the wreckage, and success will allow them to realise that grioths were
responsible for its destruction. Third,
there’s “The Arsenal”, in which, as the name implies, the PCs get to return to
The Arsenal (as they first did in an earlier scenario) to scout it as a
potential staging area for the invasion of the Bulwark. An angel named Vigil-X has to be persuaded to
allow it in what’s essentially a three-round influence-based skill check. Fourth and finally, there’s “Subterranean
Tunnels”, which features the PCs exploring lava tunnels to see if there’s an
underground entrance to The Bulwark that can bypass the darkness shield. After dealing with some radioactive ice,
monsters called craggolks, and potentially discovering some relics of the
Founders, the PCs will learn that the only potential entrance is blocked.
After the con as a whole gets enough successes from Recon
missions, it’s time for Event # 1: Generator Assault! Here, the PCs participate in a mission to
destroy the darkness generators that shroud the Bulwark. They get instructions and explosives from a
great NPC ysoki named Betsy Blast(!) and have to fight through some grioth
opposition plus a mass confusion beam to get the job done.
Part 2 (“Breaching the Bulwark”) starts with the PCs getting
a choice of two “Bulwark Missions” to force entry into the fortress. One option is “Forward Observation”, in which
the PCs act as forward observers for an artillery barrage. It’s a skill challenge, which is fine, but I
don’t like that this one (and many of the ones in the Special) are of the
“players can use any skill, describing how it contributes towards their goal”—players
just look at whatever skill has the highest modifier and then come up with some
random crap, whereas I’d actually like to see some rarely-taken skills get some
value). Pet peeve over. The other option is “Underground Entry” which
has the PCs fighting through a grioth crossfire to reach a voidglass mine.
I can’t fault the writers for not giving the players choice
and the scenario replayability, because there’s then a choice of six(!)
different missions: 1) Spire Inspection
has the PCs investigating a deadly beam of black energy by collecting voidglass
samples from three different sites (another skill challenge; here they learn
that voidglass is psychically charged); 2) Survivors is my favourite of the
bunch, as it’s a really original challenge: three Starfinders have been rescued
from the Bulwark, but each claims the other two are double-agents mind-whammied
by the grioths! How to know who can be
trusted? The only shame is that it’s
resolved through skill checks instead of actual role-playing and deduction; 3)
Prison Break has the PCs rescuing prisoners by defeating grioths and construct
guardians before a bomb goes off in five rounds; 4) Foul Laboratory has the PCs
intervening to stop grioth robots from destroying a grioth laboratory (and the
valuable information contained within); 5) Founders Vault has the PCs trying to
access a vault that the grioths never figured out how to open—there are six
tumblers that can be solved through trial and error, but a PC takes damage for
every wrong guess; 6) The Cursed Blade has the PCs needing to break through a
barricade and discover what’s on the other side—it turns out to be a sword
haunted by the spirit of a Starfinder Society archaeologist studying the
Founders—tons of great lore here!
Part 3 (“Assault on the Spire”) has everyone starting with
the same “Spire Mission” called “Anvil and Hammer”: the premise is that the
Starfinders need to fight their way across a bridge between the Bulwark and the
top opening of the Voidglass Spire, but it’s actually all done narratively
through a skills challenge rather than actual tactical combat. There’s then a choice of three Spire
Missions: 1) Elemental Nexus involves the PCs attuning themselves to some elemental
obelisks left by the Founders (and gaining some perks in the process); 2)
Assault on the Seer has the PCs trying to stop a grioth named Eclipse Seer
Remthaize from completing a ritual—it has some cool art; 4) Spire Control
Center requires the PCs to bypass a trap to shut down a “psychic transducer”
(the key weapon device in the Spire; as an aside, I’ve seen something similar
in Chapter 5 of Dawn of Flame).
Part 4 (“Bulwark’s Heart”) has the big climax as the
Starfinders descend into the core of the Bulwark for a battle against Lt
Ulgaran (low subtier) or General Itharris herself (high subtier). As I mentioned above, they’re the pretty
standard “bloodthirsty conquer-all-lessers” type. During the battle, the Merged One awakens and
starts climbing the Voidglass Spire like freakin’ King Kong on the Empire State
Building! I’m not sure it works, but I
have to admit it helped with the idea of a big dramatic ending.
If a table finishes earlier than the others, they can then
go on to a couple of short wrap-up skill check missions to blast energy cannons
at grioths or evacuate the wounded.
And that’s Battle for the Bulwark! It’s very professional package and one in
which it’s clear the writers and designers spent a lot of time on. There’s several handouts and checklists to
help the players and GM keep track of everything, a clever use of repurposed
flip-mats, some neat artwork (a shame the picture of the Bulwark isn’t more
prominent), and some strong concepts for missions. The writing also integrated and put a lot of
Starfinder Society scenario lore together. It is a bit pricey, but considering
all the material a GM gets, it’s definitely worth the cost. And although I found grioths a “meh”, as a
whole it’s a really impressive Special that I imagine most players will really
enjoy.
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