The Dead Suns Pawn Collection contains over a hundred pawns that include allies, enemies, monsters, and starships. The minis in this set are highly versatile, and definitely going to see some heavy use even after the campaign is over.
There’s a lot of awesome pawns in this collection, so narrowing down our favourites was tricky! Our favourite medium figures are the dwarf, Durovar Kreel, and the Downside Kings thugs. Both are incredibly versatile, easy to use, and look awesome. Our favourite large pawns are the whiskered renkroda, Ilthisarian, Gatecrasher, and scavenger slime. Why? They look like nothing else I own. Of the big pawns, I like the sky fisher a lot, while for ships I like the Crypt Warden, a ‘Batplane’-like Eoxian ship, and the Barrow Catacomb, which looks fierce!
Now, I know what you’re thinking. Why Dead Suns? It’s been out a while now. Surely I’d rather have Against the Aeon Throne or Alien Archive 2?
Our story begins back when Starfinder was new… The rulebook had just hit my hands and I was scouring it for character concepts and cool locations to adventure in. ‘Eww, bugs!’ I thought, ‘NOT playing a shirren.’ (My, how the tables have turned! I love those fellas!). I was excited to check out the first Adventure Path and see what the Starfinder Society would look like. So imagine my surprise when I realized the first adventure path would feature the Starfinder Society. Why would I want to adventure with them when I’m going to get a ton of that in the Starfinder Society? In short, I didn’t. A little disappointed I gave Dead Suns a cursory glance and decided to jump into the Starfinder Society with both feet.
It wasn’t a mistake. I adore the Starfinder Society, both it’s structure, low price point, and exciting adventures. 100% huge fan. But, later down the line when I was getting into the world of play-by-post gaming I was looking for some fun Starfinder games to join –– I was up to date with all the SFS scenarios at the time –– when I stumbled across a recruitment for the Dead Suns Adventure Path. I created a character, applied, and was accepted. We had some rough patches at first. Players arguing and some drop-outs. But the GM crafted a really detailed world for us to adventure in, and it showed. Unfortunately, we played together only a few months before the GM stopped posting, and my glitching, emotionless, android mechanic hung up her adventuring shoes. I was disappointed, of course. But, I was also hooked.
I loved Dead Suns.
So, a short while later, when my brother asked if I’d let him practise GMing a one-shot of Starfinder I hopped at the chance. I offered him one of my SFS scenarios to practise on, but he declined. He owned the first volume of Dead Suns and wanted to give it a shot.
I spent a solid week planning my character. There would only be myself and an NPC run by my brother, and we would only have a single afternoon to play together (while our kids ran around my house causing havoc), so it needed to be something easy to play, and have a personality or background I could capitalize on quickly. Something fun! Something crazy! With a race I couldn’t use in SFS.
I decided to make an ikeshti congregant who left Akiton to make her fortune. She could send her money back home to support her people and adventure for both excitement and coin. Simple motivations that would let her hop into the action. So how, exactly, would she make her fortune? Reality TV! My ikeshti, named T’kesh, would be a reality star known for hunting down exotic prey, cooking it, and eating it. Everything she didn’t eat she would craft into her own line of R2Es named after the episodes and dishes she created! She was a hunter, chef, and daredevil! I decided to call her show ‘T’Kesh: Killer Chef!’ I made her an operative with the explorer specialization. She fought with a knife, tactical pistol, and sniper rifle.
When I told my brother he laughed and decided to create his character to be her cameraman. A mystic lashunta who dreams of creating award winning documentaries, the poor guy was stuck filming my crazed ikeshti’s absurd hunting-cooking show.
Thus prepared we sat down to play. We only got a few minutes into the session before my daughter stuck her head up to the table. She was six at the time, and had only learned how to play Starfinder a week or two before. “Can I play, Uncle?” she asked.
“…Uh…. No, I don’t think so. I don’t have time to help you play today.”
My daughter gave him a pouty scowl and stayed there, stubbornly perched at the edge of the table with her eyes and nose just barely above the tabletop.
Soon the first fight broke out. “Can I at least roll something?” My daughter asked. “I can count, you know.”
My brother said no again, but I’m a sucker for including kids in RPGs. “Oh, let her roll something. She can grab a mini from your bucket and act like a bystander. You use an enemy stat block and she’ll just move and roll. It’ll be fine.”
My brother relented and my daughter peeked into the mini bucket. She found little droid mini from the Star Wars RPG and plopped it on the table. “This is Rabbot!” she announced grandly. “I am an SRO operative with the ghost thing! I will sneak around really quiet like a bunny! I have antenna on my head, and they look sort of like skinny rabbit ears! Also, I am your second cameraman! My eyes record pictures and sound like a camera and my tummy can turn into a stove.” She moved her mini onto the board. “Beep… bop… rabbot… Oh no…. what is with this… fighting…”
When it was her first turn she looked at the board and then looked up at my brother. “Does rabbot have a tactical pistol or an ‘az-ma’ laser pistol? I hope it is a laser one. They shoot way further.”
“Uh… sure. Laser pistol.”
“YAY!” she moved her mini around behind some cover then snuck up on top of a crate. “Trick attack with stealth!” she yelled, rolling her dice. Then she did her best robot voice. “Beep… bop… rabbot… eat this…” She fired her laser pistol, scored a critical hit, and spent the rest of the fight being an absolute rockstar. She was focused, remembered all her rules, and spontaneously created an adorable, thoroughly entertaining character.
When the game was done my brother left and my daughter grinned, “When do we play next, Mom?”
“We don’t,” I told her. “Sorry, baby. We were just playing Dead Suns that one time.”
“But, Rabbot is the coolest.” She gave me a pouty face then added in her best robot voice, “Beep… bop… rabbot… don’t let me… die…” She stuck out her tongue and closed her eyes, making a very silly ‘dead face.’
We didn’t have time to play another game at the table, so I had to say no. But, weeks passed, then months, and she never lost interest. Eventually, I buckled. Sort of. I told her we could all make characters and try Dead Suns out as a play-by-post. But, it would be up to all of us to take the time to write out our turns. She was absolutely thrilled and forced everyone in the house to get characters made. She insisted I keep T’Kesh, of course, and that she would play Rabbot. My son made a skittermander mystic with the xenodruid connection. He named him Skitt and decided that he tried to be a helpful cameraman too, but he was horrible! In fact, the only reason T’Kesh allowed Skitt on her team was through Skitt’s heavy use of charm person spells. Also, he could talk to animals. My husband gave it some thought and ended up making a space goblin operative with a supercomputer implanted in his brain. He named him Nubb, and decided he could act as an editor for T’Kesh: Killer Chef!
Yes, we had a mystic and a whopping three operatives. SUCH a balanced team (not). Surely this would turn out great…
We didn’t always have the time to post in our Dead Suns campaign, but we never stopped playing it. Just this month both of my kids insisted that their Dead Suns characters were their very favourites and they really wanted to bring Dead Suns to the table. So, we did some shuffling and carved out some time. Dead Suns would enter out weekly game rotation.
I didn’t need to pick up the Dead Suns Pawn Collection. A lot of the minis I already have from the Core Rulebook, Pact Worlds, and Alien Archive could cover what I needed. But, my kids really love Dead Suns, and I wanted to make it special.
Plus, did I mention I love Pawn Collections? What better excuse could I have to pick them up!? Haha.
Minis in hand and statistics transferred to proper character sheets, we’re ready to bring this game to life.
My daughter couldn’t be happier. This morning she looked at me with her big brown eyes and gave me a giant hug. “Thanks for not letting Rabbot die, Mom.”
But, what’s inside Wayfinder #19? A lot! At around 72 pages for each issue, that’s a lot of free stuff! The articles inside offer new aliens, themes, equipment, and starships. In addition to player options, there’s plenty for GMs with adventure ideas, plot hooks, characters that can be used as allies or enemies, unique NPCs, and even a short adventure. Both players and GMs can make use of a ton of locations, personalities and gazetteers that are described throughout. To round things out there’s also songs, poetry, and fiction. And let’s not forget the awesome art!
Over eighty people contributed to this fanzine, from authors and artists, to directors and editors. My kids and I were both surprised and honoured to be among them this year. I submitted a ‘Weal or Woe’ article entitled ‘Victims of the Vat Gardens,’ as well as two themes, ‘Ghost Level Delver’ and ‘Scrounger.’ My seven year old daughter submitted ‘Galactic Rabbits’ and their smaller counterparts ‘Galactic Bunnies’ to the Alien Archive, while my eight year old son submitted ‘Radioactive Robots.’ Both of my kids have been showing off their creations to their teachers and friends at school, which proved rather difficult. First they had to explain what Starfinder and Wayfinder are. Haha. We’re all very proud. Their favourite part? Getting to see the wonderful art that was created for their monsters!
There was a lot that I loved inside Wayfinder #19. From player options and monsters, to fun locations and fiction, everything was really well done. My favourite player options were the many themes available, particularly the ‘Guttersnipe,’ ‘Laborer,’ and ‘Eyeswide Aspirant.’ I really enjoyed an article on the goblin hero-gods entitled ‘Blessings of the Barghest‘ by Joshua Hennington, with awesome art by Tyler Clark. There’s some really creative cortex options for mechanics written by Nicholas Flitter, which is sure to be a fan favourite. It’s accompanying art is by Paul Chapman.
If it’s gear you’re interested in, be sure to check out the ‘gloves of experience’ and ‘detective’s duster,’ magic items by Jonathan Hendricks. There’s also some snazzy new weapon properties, fast draw and low-velocity, by Adam Kessler and Nicholas Hite.
Starships. Some people love them and some people hate them. Most fall somewhere in between. Whatever your preferences I highly recommend you check out an advice article entitled ‘Making the Best of Starship Combat.’ The GM Guide, written by Hilary Moon Murphy, and the Player’s Guide, written by Brett Indrelee, are packed full of helpful advice for running and engaging in starship combat. This article alone is worth the effort of downloading the fanzine. It’s really great work. For those of you interested in more mechanical options, you’ll find many starships in this book, as well as crews and personalities to man them, and new build options. I particularly enjoyed an article on ‘Iceforged Ships’ by John Laffan with art by Beatrice Pelagatti. (You know you want to bring Winter Witches into space!)
There are a lot of cool new creatures inside Wayfinder #19, but my favourites (other than those my kids made!) turned out to be the trashbot, a CR 1 robot made of scrap, and the gelatinous z-sphere, a CR 3 ooze that can zip around even in zero-g. Oh, your poor low-level players!
My favourite campaign inspiration was an adventure seed entitled ‘The Show Must Go On,’ which was written by K. M. B. Kovalcik and features art by Todd Westcott. It involves skittermander pop stars who are in need of some help if they’re going to get to their performance on time. I also adored the many articles on Absalom Station itself, particularly ‘Ollie’s Option Bar‘ by Hilary Moon Murphy, and ‘Urban Myths of Absalom Station‘ by Alex Riggs.
Want less inspiration and more adventure? Check out ‘The Disappearance of Sector G17‘ by Paris Crenshaw, an adventure for 4–6 4th-level characters that tasks the PCs with tracking down an entire missing sector of the Spike. This adventure features art by Tanyaporn Sangsnit and maps by Alex Moore.
I hope you’ve enjoyed checking out the contents of the latest Wayfinder with me. If you happen to have contributed to it: Thanks! And if you’re thinking of applying for the next issue: I wish you the best of luck!
Update: The topic for the next Wayfinder Fanzine is Starfinder: The Diaspora! Stay tuned for more information.
This morning brings a bunch of huge smiles to the faces around my house as Wayfinder Fanzine announces the authors whose articles will be published in their upcoming magazine: Wayfinder 19.
Wayfinder is full of fan-created content for the Pathfinder Roleplaying Game, and is a free download on Paizo’s website. Over the years they’ve made an astounding 18 issues of Wayfinder, as well as a Bestiary! Nearly every issue has a theme, with this latest one being Fey and the First World. But, the next one coming up really breaks the mold! In fact, it’s not Pathfinder at all. It’s the Starfinder Roleplaying Game! This coming Wayfinder fanzine focuses on Absalom Station.
As some of you may have heard my kids and I all submitted articles to this coming issue and are proud to say we all had something accepted! My kids are literally screaming in glee and jumping up and down. I’m so proud of them. What a huge achievement for a pair of young kids.
And yes, my daughter’s involves rabbits. She’s desperately hoping hers gets some adorable artwork. Haha.
There’s a long time to wait before Wayfinder 19 releases. Art has to be made and edits have to happen, not to mention the ton of other work that the folks over at Wayfinder have to get done. It’s such a huge undertaking, and I know that my family is always happy to see the results. We adore the Wayfinder fanzine.
So join me in congratulating my kids and all the other authors whose pieces will be showcased in this next issue.
And more importantly, we’d like to offer a huge thank you to the people who work hard every year to make the Wayfinder fanzine a thing of beauty, creativity, and awesome gaming material. They should be beyond proud.
For a full listing of which authors works were accepted, check out the announcement here.
My kids had their school holiday concert this week. They were supremely excited for it. My daughter’s been practising her holiday songs and dancing around every day since they first started practising two months ago. She would give me a mischievous smile every time I saw her practising, then shut the door in my face. Haha. Anyway, the concert was a lot of fun. They sang Hanukah, Kwanza, Christmas, and holiday songs, and had a ton of fun. I had my niece and nephew with me for both shows (they do an afternoon and an evening show) which I suppose might make some people nervous. What two and four year old want to sit nice through a concert, never mind the same one twice? But they’re usually pretty good for me, and I bring them with me every year, so they were pretty excited to see their cousins put on a show for them. They had a lot of fun and were actually really, really good. Which was nice. I got to enjoy the show too, haha. I parked my niece in her stroller at the edge of an aisle so she could see, but other parents kept getting up and standing in front of her and blocking her view. I suppose they figured she was ‘just a baby’ and wouldn’t mind. Ha! She’s two and at that age where she’s using new words every day. So, every time someone purposely stood in front of her she’d shake her little fist and exclaim, “HEY! CAN’T SEE! YOU! GO! I CAN’T SEE!”
So many parents jumped and looked around shocked to see it was this tiny, cute little chubby toddler giving them a scolding. Some moved, some ignored her, some scowled at her, some jumped a foot like we were on some gag show, but either way I had a laugh. She’s adorable. Haha.
Later in the show Santa made an appearance and went through the crowd greeting kids so my niece and nephew were just AMAZED. “SANTA! ITS SANTA! LOOK AUNTIE! SANTA!!” My kids up on stage were pretty excited about it to. Apparently Santa had made a few visits to their rehearsal ahead of time to say he was coming and greet all the kids. My daughter explained to me later that night that someone from her class had written him an email to invite him to the concert, so OF COURSE he came. It was cute.
Last night we went to a fancy gala for my husband’s work. Princess Auto is celebrating its 85th year in business. Not only that, it’s a small Winnipeg-based, family owned, Canadian business that stretches from coast to coast. Many of you won’t have ever heard of Princess Auto before, but let me start by saying: no, they don’t sell cars. Haha. They were originally an auto wrecking business based on Princess Street here in Winnipeg, but as the years went on their owners were always adapting to the current and future retail market. They got into army surplus at the end of the war, mail order catalogs, and later stores. They kept changing with the times and now they have 43 stores across Canada and are opening one more that I know of this year, with a few more in 2019. They sell products in all kinds of categories: hand tools, outdoor, farm, trailer, driveline, hydraulics, and surplus (where you can find good deals on just a bunch of.. stuff. Haha). Where I live people either have never heard of Princess Auto, or LOVE IT. Like, OBSESSIVELY love it. Their customers are absurdly loyal. I suppose it’s mostly due to their ethos. Princess Auto has made it their mission, and always has, to treat their customers and employees with kindness and respect. They’re one of those businesses where the regulars come in and hang out all day, chatting and visiting and browsing. Staff probably knows them by name, what they do for a living, and about their family. Like at an independent coffee shop, or your local gaming store. A little community where everyone’s welcome. I’m just some employees wife, and I’ve had the pleasure of meeting the owners, CEO, and all kinds of other wonderful people plenty of times. A lot of customers bring in gifts for the staff and store, just because. I have some smoked fish and pepperoni sticks made by some happy customers sitting in my fridge right now.
Anyway, the folks over at Princess Auto are super nice, and they always throw a great party, so it’s one of those work get-togethers that is always fun to go to. For the 85th Anniversary Gala they hosted a big dinner and dance, with a live brass band, free food and drinks, prizes, gifts for everyone, and (very important) free cab vouchers to get home. There were staff in from all over the country, and guests of honour from the early days of Princess Auto. It was a lot of fun.
My kids went for a sleepover to my Mom’s house for the evening, so I’m sitting in my living room as I type this with a hot cup of tea and… silence. There’s just the tap of the keyboard as I type, a distant drip in my sink — I really should get up and turn that off — and my husband’s snoring from the other side of the apartment. It’s so… still.
I’m not used to that. Being still.
Even when my kids are at school I’m watching other young children and trying to stop them from tearing my modest apartment apart. Life is never quiet for me. And certainly never still.
It’s weird. But nice. Give me another few hours and I’ll miss my kids. Haha. But, for now, it’s the first quiet break I’ve had in a long time.
Later this week it’s my birthday. I’ll be turning… (pardon me while I count) … 33! Yes, I literally had to count. Honestly, once I turned 18 (which is the year you’re an adult where I live in Canada) I just stopped counting. I’m an adult! That’s all I need to know. Haha. I don’t do much for my birthday. I’m not one of those people who has a big party, or even family over really. I usually just take a day off from babysitting and spend the day with my husband. My birthday wishes? Same as always! Hugs from my kids, a day free from chores and cooking, and a slurpee for a treat.
I’m a fan of the simple things. Haha.
Not sure what I’ll be doing this year. Taking my kids to school. Probably cleaning my house and cooking. Haha. But, my husband booked the day off (he’s a sweetheart), so maybe I’ll make him do all my chores for me.
Hey! A girl can dream!
So, from me and mine to you and yours, here’s wishing you all happy birthdays throughout the year. I value every one of you that comes by to visit our little corner of the internet.
A thousand thanks!
In other news, PaizoCon registration has officially begun!
PaizoCon will be held at the DoubleTree by Hilton hotel in SeaTac, Washington over Memorial Day weekend (which is May 24–27). I may admit that I’m a little jealous of all you folks who are going to attend. Haha. At PaizoCon you can meet your favorite Paizo artists, authors, designers, developers, editors, and personalities. You can also play games at the Pathfinder and Starfinder Society organized play tables, attend panels and workshops, get some snazzy sneak-peeks, and (of course) buy stuff! This PaizoCon will also mark the relaunch of the Pathfinder Adventure Card Game (which has been getting an overhaul) and their new Adventure Path: Curse of the Crimson Throne. The Starfinder team apparently has some secrets to share, and Pathfinder Second Edition is sure to be a hot topic, as well.
The Guests of Honor for PaizoCon 2019 are Liane Merciel (author Pathfinder Tales: Hellknight), Wayne Reynolds (freelance illustrator whose work includes every Pathfinder RPG hardcover release and the Pathfinder Iconics), and The Glass Cannon Podcast (weekly live-play podcasters who play Pathfinder and Starfinder. I’ve previously written about them here.).
Curious about pricing? Look no further!
4-Day Badges are $75.00
4-Day Kid’s Badges are $40.00
PaizoCon Preview Banquet Tickets are $45.00 and include an exclusive commemorative item available only to attendees at the Preview Banquet and through auctions or prizes at select charity events.
Purchasing a 4-Day Badge (regular) and a Preview Banquet ticket together are $110 ($10 savings)
In other news, Wayfinder is announcing their accepted authors this week. Wayfinder is a free Paizo magazine written by fans, for fans, which features a ton of new content for the Pathfinder RPG. The issues are always a free download on Paizo’s website, and are always a treat to read. Usually they follow a theme and this year it’s not about Pathfinder at all! It’s about Starfinder! Absalom Station to be exact. They’ve been accepting entries from fans since the summer, and reading through them for another two months, and now this weekend they’re supposed to announce everyone who’s articles and submissions they’re going to use. My kids each created a creature for Wayfinder this year, and I submitted a Weal and Woe article and two themes. We’re all excited to see if any of us made the cut. My kids, particularly, are on the edge of their seats. It’s adorable. We’ve got our fingers crossed.
Wish us luck!
Finally, I want to talk about Pathfinder Friday. This past week’s episode was AWESOME! Erik Mona, Chief Creative Officer and Publisher of Paizo, was on the show and was an amazing guest. Erik has been with the team at Paizo the whole time. From back in the Dungeon and Dragon Magazine days, when Pathfinder wasn’t even born yet. This marked his first time on the show since they got they’re snazzy, comfy set for the twitch stream, and wow! They should really get him on more often!
Erik shared a ton of information with us about the Starstone! From behind the scenes inspirations, to the history and lore of the Starstone, how it arrived on Golarion, it’s effect on the world, its powers, and how you can use it. Just a ton of interesting information. Some of it was even new to me (exciting!).
For those of you who don’t know, the Starstone is part of a giant meteorite that was called down from outer space by some ticked off aboleths in order to put those uppity humans back in their place. The meteorite was slowed and detoxified by two Azlanti gods, Acavna and Amazden, which prevented much of the devastation that could have been caused at the expense of their lives. But, the impact still shook up the world. Civilzations ended, the sun was blocked from the sky, the terrain was literally reshaped, some races fled to different locations, which even created new races. In short, it was a BIG DEAL. A long time later a survivor by the name of Aroden found the stone, raised it up from the oceans, created the isle of Kortos, became a god, and made a city for his worshippers called Absalom. Thanks Aroden! When you interact with the Starstone you undergo a series of phantasmagoric visions and experiences that is different for everyone. This is known as the Test of the Starstone, and it sort of pits yourself against yourself. This inner test determines if you’re worthy to be a god, and if so, what you’ll be god of. If you pass you can become a living god, which is sort of like a demigod and is the most available method for ordinary people to become divine. Some people managed (Norgorber, Iomedae, and Cayden Cailean), while many more died in the attempt. Around the Startsone Aroden built a temple and filled it with dangerous tests, traps, and guardians.
“The first part of the Test of the Starstone, the dungeon part, tests your character sheet, but the second part tests your character,” said Erik Mona.
The Starstone is an artifact which had a huge historical impact on Golarion, it’s people, and the Pathfinder Campaign Setting as a whole. It even has a role to play in the Starfinder universe. Which is why this episode was such a neat one to get to see. Because, despite its importance, the Starstone isn’t really something that Pathfinder has focused on. It set the stage for the game and the world, but then it’s been sort of… idle. Nothing’s really happened with it lately, in and out of game. This is something that they hope to remedy in Pathfinder Second Edition. Erik explained that they’re going to do the Test of the Starstone one day, but the question is when and how. Is it better served as an Adventure Path or a high level deluxe adventure? He also mentioned that the team at Paizo is putting in a lot of thought into some central themes which may have been neglected over the last few years. This includes Absalom (which only PFS has focused on), Aroden, the Starstone, and much more.
If you haven’t seen the most recent Pathfinder Friday episode, I highly suggest you give it a watch. You can watch it and other previous episodes on Paizo’s Twitch stream, as well as on youtube. Although, I highly recommend watching it on Twitch so you can see the Q&A portion of the episode as well.
Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Starfinder Society Scenario #1-24: Siege of Enlightenment is a Tier 1-4 adventure written by Tineke Bolleman. It takes place on Sansorgis, which is a planet in the Acalata system. It’s a dry place poorly suited to agriculture, but rich in mineral deposits. There players will help with the evacuation of a mining colony, attempt to peacefully navigate some space politics, and explore some Pre-Gap ruins. This scenario features starship combat. It utilizes Starfinder Flip-Mat: Basic Starfield , Starfinder Flip-Mat: Space Station, and Pathfinder Flip-mat: Ancient Dungeon. It makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, Starfinder Alien Archive 2, and the Starfinder Armory. That said, all of the relevant information from both Alien Archives is included within the scenario itself. Siege of Enlightenment does not continue any ongoing storylines, and the only recurring character within it is Venture-Captain Arvin. There are a few interesting characters introduced in this scenario, including then hobgoblin Captain Odrakor of Susumu’s Sword, half-elven Corporal Kalyavata, and the human Chief Engineer Kerchatu. Unfortunately, roleplaying with such characters will be quite brief. There’s also some delightfully entertaining enemies (the first one is particularly fun)! There are no specific boons I’d suggest slotting for this scenario, although I will say that having a few characters trained in Computers and Engineering on your team is very important, and that such characters with have the opportunity to do something special during parts of the adventure. On a similar note, scholarly and studious characters — particularly those interested in archaeology, cartography, chronicling, history, and scribing — will also find opportunity to showcase their interests in this scenario.
Siege of Enlightenment begins in a mission briefing with Venture-Captain Arvin, where he tasks the PCs with helping a mining colony in Near Space evacuate, and then exploring a ruin. Sounds simple, right? Not quite. This scenario involves a bit of space politics which mostly occurs behind the scenes, but is important to understanding the mission. Basically, it involves two different groups who have each have their own space empire in Near Space: the Marixah Republic (a multi-cultural group containing many races from lost Golarion which the Pact Worlds trades with), and the Gideron Authority (a militaristic, predominantly hobgoblin group that the Pact Worlds has few ties with). Both of these groups are independent of the Pact Worlds, rule their own star systems, and have colonies outside of their systems. Following a military coup, the Gideron Authority turned its attentions to conquest, and the two space governments have been cautiously circling each other since. Recently, the Gideron Authority appeared around the planet Sansorgis, collected information on the Marixah Republic’s mining colonies with their long-range sensors, then left. Worried that they would soon fall under attack, the Marixah Republic ordered the evacuation of the colonies. Knowing that they wouldn’t have time to excavate a nearby ruin on their own (and not wanting it to fall into the Gideron Authority’s hands), the Marixah Republic offered the right of exploration to the Starfinder Society in exchange for aid with evacuating the final colony. It is into this political turmoil that your players will travel. Characters will get to interact with both the Marixah Republic and the Gideron Authority, lend a hand to some people in need, explore an important historical site, learn some secrets, and kick some ass. The first physical combat is very interesting and should be a lot of fun at the table, but it’s very complex, so GMs will need to familiarize themselves with it thoroughly before attempting to run the battle. Despite the complexity (and the very dense map), I think it’s going to be a hoot! In the ruins there’s the addition of a simple new mechanic called Discovery Points, which are meant to track how much your players discover and catalogue about the ruins, without bogging down gameplay too much. Although such tracking will all happen on the GM side of the screen, I think it’s wonderful that your player’s thoroughness will be rewarded. It is supposed to be an archaeological investigation, after all. I love that this scenario featured so many new creatures from the recently released Alien Archive 2. I did have one major complaint, though. This scenario is very combat heavy! It contains one starship battle, four other combats, two traps, plus one of those listed combats is likely to also contain at least two hazards and traps (possibly more). That’s a LOT. All in all, even though this isn’t my favourite scenario it has some fun encounters and is a great choice for characters who just want to get into some good old fashioned fights. As an added bonus this scenario is perfectly set up to lead to more scenarios involving the Marixah Republic, the Gideron Authority, and the ancient ruins, which is always great to see. I give this scenario three out of five stars.
Starfinder Society Scenario #1-25: The Beacon Code Dilemma is a Tier 3-6 adventure written by Adrian Ng. It begins in The Starfinder Society’s Lorespire Complex in Absalom Station where you’ll do some research for an upcoming mission, and heads into the Drift where you’ll explore a recently discovered Starfinder vessel that’s been missing in action for over a hundred years. This scenario features the REPEATABLE tag. That’s right. It’s a tier 3-6 repeatable adventure! AWESOME! Although this scenario doesn’t continue any ongoing storylines it does have cameos from a lot of different characters featured in other adventures which I absolutely adore. The Beacon Code Dilemma doesn’t have starship combat. It makes use of one custom map and heavy use of Starfinder Flip-Mat: Ghost Ship. In addition to the Starfinder Core Rulebook this scenario uses content from the Starfinder Alien Archive, Starfinder Alien Archive 2, Starfinder Armory, and Starfinder Pact Worlds. That said, all of the information from the Alien Archives that is needed to run this scenario is included within the scenario itself.
As already mentioned, this scenario features a lot of recurring characters. The bleaching gnome Venture-Captain Naiaj is certain to appear. Of the other four major recurring characters, two will appear in each playthrough (because it’s a repeatable scenario which two are featured will be determined at random by your GM). Depending on which two are featured you’ll want to have different boons slotted, and possibly even bring along different characters. If the ysoki Royo is featured you’ll want to slot ‘High Society Influence (Royo)’ which is from Starfinder Society Scenario #1–05: The First Mandate. If Whisperer of Solar Winds is featured you’ll want to slot the ‘Dream Whispers’ boon which is from Starfinder Society Scenario #1–16: Dreaming of the Future. If the shirren Chiskisk is featured you’ll want to slot a chronicle sheet from Starfinder Adventure Path 1: Incident at Absalom Station (Dead Suns Book 1 of 6). And finally, if Venture-Captain Arvin is featured you’ll want to slot the ‘Starfinder Insignia’ boon from Starfinder Society Quests: Into the Unknown. Unfortunately, although you can choose which boons to slot after the briefing (and therefore can slot appropriate boons) there’s no way to know which characters you’ll be interacting with beforehand (so you might not slot the characters with the appropriate boons). Luckily, it’s repeatable, so you can give it a shot with all of your characters if you want to. And, if you’re really lucky, perhaps your GM will tell you ahead of time.
The Beacon Code Dilemma begins when Venture-Captain Naiaj calls you in for a mission briefing in the Lorespire Complex. There they meet a new character: an SRO priest of Triune by the name of MP-8 from Aballon. MP-8 was blessed with a holy vision from which he deciphered a beacon code. Knowing that this must be a mission of the utmost importance he put together a team and followed the coordinates into the Drift where they found a lost Starfinder vessel called the Amber Reconnoiter. Unfortunately, the ship opened fire on them. Surprised, an not wanting to risk damaging the very ship they were sent to find, MP-8 retreated and contacted the Starfinder Society. Naiaj tasks the group with researching the ship, then heading out into the Drift to explore the vessel, find out what happened to it, and retrieve whatever object it is within that MP-8 is after. As this scenario is repeatable, a lot of aspects are determined randomly. Where you need to do your research within the Lorespire Complex, who you interact with, the crew of the Amber Reconnoiter, their mission’s purpose, and how they met their end (and therefore which handouts you receive), are all obvious examples of randomized aspects. In addition, there’s a wide variety of environmental factors and enemy abilities that are also determined randomly. I absolutely loved this, and was surprised how thorough it was. Really well done!
Whatever random options are determined for your playthrough, characters will need to do some research on the Amber Reconnoiter in two different locations in the Lorespire Complex in order to learn what they can about the ship and determine the codes to shut down the ship’s automated defences. Some of those locations feature new characters as well, my favourite of which is the overly chipper Recordbot-128 in the Halls of Discovery. From there you’ll head out into the Drift and travel to the Beacon Code. Once there you’ll need to navigate through a planar storm, then spacewalk over to the wreck through a debris field (which has an awesome map!), fight off some creatures native to the Drift, and board the Amber Reconnoiter. But, that’s just the start of your mission. You’ll need to explore the wreck, figure out what happened to its crew, and find the object MP-8 is after.
I really enjoyed this mission. I love that is gives you a chance to explore some locations within the Lorespire Complex and actually research something — which should be an important part of being a Starfinder. I loved that we got to really engage in some of the hazards of Drift travel through the planar hazards, battle, and exploring the debris field (which I thought was super cool!). And finally, I loved the how the purpose and fate of the Amber Reconnoiter changes in each playthrough, along with the wonderful player handouts that come with each of those options. One of my only pet peeves was that some of the interactions on the Amber Reconnoiter mention sound when the ship does not currently have artifical atmosphere. It is mentioned that the PCs can repair the power core enough to restore atmosphere (and therefore let sound travel), but many of the things that happen before you’ll have a chance to do so (including enemy tactics) mentions or presupposes sound travelling through the ship. I found it odd. Still, it’s a small quibble that GMs should make note of before running it. Visual cues can easily be used in place of audible ones until atmosphere is restored. In terms of boons there are two up for offer. One is a nice Starship boon that’s useful in the Drift, and one is a slotless limited use boon that can help you get a bit more bang for your buck. Again, this scenario has a lot of gear options available on its chronicle sheet. Overall, I really enjoyed this scenario and can’t wait to give it a play. I give it four out of five stars.
I hope you enjoyed taking a look at these new scenarios with us. We’ll see you again soon when we dive into the new Pathfinder Society Scenarios!
Today we’re going to be taking a look at Starfinder: Pact Worlds! This is one of the few Starfinder sourcebooks that’s available for purchase. It’s a hardcover book that focuses entirely on the setting of the Starfinder Roleplaying Game: the Pact Worlds. Information on the Pact Worlds first appeared in the Starfinder Rulebook, but this book expands it. A LOT. It features a multiple page description of each planet in the Pact Worlds solar system, a new theme for each, and a wealth of other information on the setting itself.
This article isn’t meant to be a thorough review or critique of Starfinder: Pact Worlds. It won’t replace the book (nor would I want it to!). It’s a quick breakdown of what’s found inside, and what I liked best in each chapter. It’s a collection of my favourites parts of the book, and some highlights. It’s here so that fellow gamers and fans can take a look and get a real feel for what they’ll get out of the book. Hopefully it helps you decide whether this product is right for you.
So, without further ado, let’s get started!
Starfinder: Pact Worlds is a hardcover sourcebook 215 pages in length. It features awesome cover art by Remko Troost which depicts Raia (the iconic lashunta technomancer), Altronus (the iconic kasatha solarian), and Keskodai (the iconic shirren mystic) battling a tyrannosaurus-like alien on the planet Castrovel. The inside covers feature a nice image of the Pact World System (which is not to scale). Following that is the table of contents and the introduction: Welcome to the Pact Worlds. The introduction is four pages long and provides a lot of useful setting information. It talks about the mysterious Gap, the history of the Pact Worlds, as well as the system’s government, economy, culture, and universal time. There’s also quite a bit of information about the Stewards, which is a peace-keeping organization that enforces law and order through the Pact Worlds. They are independent of all planets, and technically serve the Pact Council, but their allegiance is first and foremost to the Pact Worlds themselves. The Stewards are free to refuse orders that violate the Pact or its citizens. I particularly enjoyed hearing more about this group.
After the introductions we get into Chapter 1: Worlds. This section features an eight to ten page write up of each world in the Pact Worlds system (I use the term ‘world’ loosely). Each entry starts with a small image of the planet as seen upon approach and a gorgeous image of a settlement or location within that world. The entries feature information on each world’s geography, climate, residents, society, potential conflicts and threats, and a large number of notable locations found there. There’s also detailed information on at least one settlement, a map of that world (or region/space station/etc.), an image of an inhabitant (sometimes a general citizen, but other times an important figure), and a brand new character theme (complete with artwork). The artwork is consistently spectacular, and the maps are incredibly useful. The write-ups are surprisingly thorough — particularly considering the difficulty inherent in trying to describe an entire world in ten pages. That said, I found reading them in sequence difficult, as the locations on one planet started to get mixed up with the locations on other planets after I’d read a few different entries. And the themes? Really cool!
The first planet this chapter focuses on isn’t a planet at all. It’s the sun. The centre of the Pact Worlds. I loved this entry. It was unique and wildly imaginative. I particularly enjoyed the Burning Archipelago, a region made up of massive bubbles of unknown origin which contain climate-controlled, habitable areas. These islands within the sun are connected by a sort of energy tether, which special ships called linecrawlers can traverse. Obviously, Sarenrae’s faith is common here, and in addition to regular residents of the Pact Worlds one can also find fire elementals, salamanders, and other more exotic creatures. My favourite location on the Sun was the Floating Gardens of Verdeon, although I am very curious about what secrets the lashunta of Asanatown are hiding… The theme for the sun is called Solar Disciple, which represents characters who either honour or worship the life-giving light, heat, and energy of the sun. It grants +1 Wisdom, makes Perception a class skill, and it’s theme knowledge makes it easier to know about the sun, light, and sun-based religions. At sixth level they gain a bonus on Will saving throws against compulsions, at twelfth level they can channel fire damage dealt to them into their next fire-based attacks, and at eighteenth level they can meditate in the sunlight to regain resolve. Very cool!
The second planet examined (and closest to the sun) is the machine world of Aballon. Here androids, robots known as anacites, artificial intelligences, and innumerable other mechanical creations live, work, and toil as one. Every being has a place and a use in this world, and the governing Insight Array seeks to make life here efficient and purposeful. The only areas outside the reach of their Megaplexes are the ancient cities of the First Ones — the unknown beings who created the first anacites. I ADORED reading about the society of the anacites who make Aballon home. My favourite locations include Preceptum XIII, a megaplex run by a senile advanced intelligence; and Infinity, a holy site where anacites bathe in molten lead by day, and sit in contemplation in the cooled, hardened lead by night. Aballon’s theme is the Roboticist, which is my son’s favourite theme in this book. It grants +1 Intelligence, makes Engineering a class skill, and it’s theme knowledge makes it easier to identify technological creatures. At sixth level they can create technological equipment of a higher level than normal, at twelfth level they can repair constructs and starships more effectively, and at eighteenth level they can examine discovered technology to regain resolve.
Up next is my daughter’s favourite planet: Castrovel! A land of steaming jungles, lush forests, eco-friendly cities, and nature preserves. This is the homeward of lashuntas (who live on the continent of Asana), formians (who live in The Colonies), and elves (who live in Sovyrian). Its fourth major continent is Ukulam, a nature preserve of immense size. My favourite locations include the Ocean of Mists (which is exactly what is sounds like), the continent of Ukulam, the elven settlement of Cordona, and Telasia: the Portal Grove, a magical transportation hub claimed by the green dragon Urvosk. The theme for Castrovel is called Wild Warden, which represents characters who live in the wilds. It grants +1 Wisdom, makes Survival a class skill, and it’s theme knowledge makes it easier to know about animals, plants, and vermin. At sixth level they are effective at using non-lethal damage with lethal weapons against animals, plants and vermin, and providing first aid to such creature with Life Science. At twelfth level they become master foragers, and at eighteenth level they can meditate in a natural setting to regain resolve. This is by far my daughter’s favourite theme.
The next planet in the Pact Worlds isn’t a planet at all, but a space station. That’s right! It’s Absalom Station! Home of the Starstone, the Starfinders, centre of Drift travel, and located in the place Golarion once stood. Chances are if you’re reading this you know at least a bit about Absalom Station. If there’s a capital of the Pact Worlds, this is it! Be sure to check out my favourite locations in Absalom: Eyeswide Agency (a group of psychic ‘holistic detectives.’ Dirk Gently, anyone?!?), Fardock (a mysterious magical arch that’s likely to kill you), Rig House (lair of the Lowrigger Gang), and the Ghost Levels of the Spike, which contain strange eco-systems, dangerous criminals, and the machinery that keeps Absalom running! The theme for Absalom Station is called Corporate Agent, which represents characters who work for mega corporations. It grants +1 Charisma, makes Diplomacy a class skill, and it’s theme knowledge makes it easier to know about corporations and their executives. At sixth level they can quickly gather information from their contacts, at twelfth level they can use their connections to influence people, and at eighteenth level they can study and negotiate to the benefit of their company to regain resolve. Although this theme is neat, it’s not really one that caught me eye.
Leaving Absalom Station behind, we come to the desert world of Akiton, a dying planet where only the desperate still live. The native humans of Akiton have deep red skin and are known as hylki. Other races prominent on Akiton include contemplatives, shobhad, ysoki and, my personal favourite: ikeshti. There are a lot of cool places on this Mars-like planet, but my favourites are Ashok (a psychic amplifier located in a crater and populated by contemplatives), Bounty (a failed terraforming experiment that worked too well), Five Tines Fortress (an ancient flying citadel that was transformed into an amusement park by enterprising ysoki), the Utopia of Tivik (an abandoned company town that features its founder’s face everywhere), and Ka, Pillar of the Sky (the tallest mountain in the Pact Worlds and a mysterious holy site to the shobhad-neh). The theme for Akiton is called Gladiator, which represents… exactly what it says it does. Haha. It grants +1 Constitution, makes Intimidate a class skill, and it’s theme knowledge makes it easier to know about entertainment combat, fighting styles, and gladiatorial traditions. At sixth level they become famous, at twelfth level they can convince others to let them carry their weapons even where they’re not allowed, and at eighteenth level they can defeat a significant enemy in front of an audience to regain resolve.
Up next? Verces. Now, when I first read the Starfinder Core Rulebook of all the planets that were introduced it was Verces that most interested me. I couldn’t quite place why, but it definitely had me intrigued. Suffice to say I was really excited to learn more about this highly civilized, tidally locked world. I was not disappointed! Half of Verces is a sun-scorched desert, while the other half is a dark, frozen wasteland. The area between these regions forms a central ring known as the Ring of Nations, which is a series of cities all built side-by-side. The locals are known as verthani, and they have bulging mouse-like black eyes, elongated arms, and (many have) a plethora of augmentations. Other races commonly found here include humans, kasatha, rhyphorians, shirren, strix, and ysoki. Of the many cool locations, I recommend checking out Fastness of the Ordered Mind (a monastic temple in the cold of Darkside with surprising thematic ties to the religion of Zon-Kuthon), The River of Returning Joys (a massive travelling caravan festival that constantly journeys through the Ring of Nations), Lempro (a tiny independent nation inhabited by bloodless creatures called intis who adore riddles), and the Oasis Temples (planar breaches to the First World where fey we once worshipped in temples and lush plant-life grows). The theme for Verces is called Cyberborn, which represents characters who are augmented. It grants +1 Intelligence, makes Computers a class skill, and it’s theme knowledge makes it easier to know about cybernetic augmentations, procedures, and experts. At sixth level they can use their augmentations to regain stamina, at twelfth level they gain electricity resistance and improve their augmentations countermeasures, and at eighteenth level they can perform an amazing task with one of their augmentations to regain resolve. This is by far my husband’s favourite theme in the book!
Next to Verces is Idari, the amazing and beautiful homeship of the kasathans. Be sure to check out the Culinarium (a very fine cooking academy), the Red Corridors (where rebel kasathans are exiled to), and the Sholar Adat (where a section of deceased kasathans brains are ritually preserved and used to access their knowledge and memories! Awesome!). The theme for the Idari is called Tempered Pilgrim, which represents characters who are undertaking the traditional kasathan walkabout known as the Tempering. It grants +1 Charisma, makes Culture a class skill, and it’s theme knowledge makes it easier to know about cultural customs, and learn languages. At sixth level they are quick to make friends, at twelfth level they can take ten on checks to recall knowledge, and at eighteenth level they can participate in a cultural tradition significantly different than their own to regain resolve.
After that? The Diaspora, a massive asteroid belt made when the sarcesian homeworld was destroyed by Eox. It should be noted that sarcesians are one of my very favourite Pact Worlds races so I’m totally biased to love this place. In addition to sarcesians you can find a lot of space pirates, miners, and dwarves is the Diaspora. By far the coolest location in Diaspora is the River Between, a river that magically flows from one asteroid to another through space. Awesome. Other places worth checking out include The Forgotten King (an asteroid that looks like a 12 mile in diameter human skull made from some kind of ceramic and covered in strange runes), Havinak’s Vortex (a dangerous gravitational phenomenon which contains a protean space station), The Hum (a ship graveyard located around a strange section of space that creates a subsonic hum which causes ships to break and people to become erratic), Heorrhahd (a Dwarven Star Citadel), Nisis (an icy planetoid where sarcesians live in underwater bubble cities), and Songbird Station (a gorgeous Shelynite temple and concert hall). The theme for the Diaspora is called Space Pirate, which is intended for scoundrels who operate on the wrong side of the law. It grants +1 Dexterity, makes Bluff a class skill, and it’s theme knowledge makes it easier to know about black markets, smugglers, and space pirates. At sixth level they become better at hiding and hiding objects on themselves, at twelfth level they become better at fighting with a small arm and a one handed weapon, and at eighteenth level they can lead a raid or ambush in order to rob someone to regain resolve.
Right next-door to the Diaspora is the toxic planet of Eox, home to the undead. Some of the coolest locations on this dangerous world include Exantius (a new settlement created for non-elebrian undead who are tired of being oppressed), Grim Reach (a ghostly town full of phantoms from the past), Halls of the Living (a subterranean city maintained for the living in order to host reality television shows and cruel competitions), Remembrance Rock (an area littered with tombs and monuments to those lost during the death of Eox), and the Spiral Basilica (a Pharasmin temple). The theme for Eox is called Death-Touched and it is definitely one of my favourites! This theme is for characters who are mortal, but have long lived on Eox, or suffered through an event which could have tainted them with negative energy, or unlife. It grants +1 Constitution, makes Perception a class skill, and it’s theme knowledge makes it easier to know about undead and negative energy. For an added bonus you also use Perception to identify such creatures and effects, instead of Mysticism. At sixth level they gain a bonus on saving throws against a variety of conditions and effects, at twelfth level they become resistant to the cold, and at eighteenth level they can draw upon souls of the recently killed to regain resolve. Awesome!
Leaving behind the world of the dead we next visit Triaxus, a world with incredibly long seasons (it’s currently winter) inhabited by dragons, dragonkin, and a type of trimorphic elves called rhyphorians. Other races found there include elves, half-elves, and gnomes. I love this place! Who doesn’t? Some of the coolest places on the planet include Grenloch Lacuna Beach (a balmy beach resort and luxury vacation spot which is actually an elaborate virtual reality), Meruchia and Nusova (a pair of flying citadels), and the Sephorian Archipelago (a secret research facility). The theme for the Triaxus is called Dragonblood, which represents characters who have dragon blood coursing through their veins. It grants +1 Charisma, makes Culture a class skill, and it’s theme knowledge makes it easier to know about dragons and their culture. At sixth level they can terrify their enemies, at twelfth level they gain variable energy resistance, and at eighteenth level they can catalogue their wealth to regain resolve. This theme is awesome, and super thematic! I can’t wait to give it a try.
Up next is the ringed gas giant Liavara and it’s many moons, each with its own races and cultures. Here the mysterious Dreamers sing riddles of the future while swimming through golden clouds, and outposts of foreign gas miners plunder the planet’s natural resources. Roselight is Liavara’s major city, which floats the the skies and monitors the mining interests who seek to obtain Liavara’s valuable gases. My personal favourite locations are Etroas (an ancient city on the moon Melos whose citizens all vanished in a mysterious religious event known as the Taking), and Bhalakosti Excursions (a dangerous tourism company on the moon Osoro that brings adrenaline junkies into poisonous jungles for survival safaris — a Vesk hotspot!). The theme for Liavara is called Dream Prophet, which represents characters who can connect with the Dreamers and their songs. It grants +1 Wisdom, makes Mysticism a class skill, and it’s theme knowledge makes it easier to identify spells, and know about arcane symbolism and traditions. At sixth level they can cast augury, at twelfth level they can reroll a specific type of d20 roll twice per day, and at eighteenth level after failing a check that they rerolled they can meditate on the nature of prophecy to regain resolve. Although this is a cool theme, it’s not something I would play. It’s just not my cup of tea.
Beyond Liavara is another gas giant, Bretheda, a stormy planet with blue and purple clouds, surrounded by a large number of moons. Nicknamed ‘the Cradle,’ this planet is home to a ton of races, including the jellyfish-like barathu, haan, kalo, maraquoi, and urogs. There’s also a sizeable population of kasatha and lashunta. This article is particularly dense but, that said, it only had a few locations that really caught my interest. Be sure to check out Yashu-Indiri (a lifeless moon where a strange cult builds shrines to forgotten, dead, and lost deities — including many from Golarion), and the Grand Inza on the moon of Kalo-Mahoi (an underwater resort-city of luxury shopping centres). The theme for the Bretheda is called Biotechnician, which represents characters who have installed biological augmentations in themselves. It grants +1 Intelligence, makes Medicine a class skill, and it’s theme knowledge makes it easier to know about biotech augmentations. At sixth level they can use their connections to get a discount on biotech augmentations, at twelfth level they can install extra augmentations in themselves, and at eighteenth level they can deactivate an installed biotech augmentation to regain resolve. Interesting!
Apostae is up next — an atmosphere-less planetoid inhabited by demon-worshipping drow. Safe to say it’s not a nice place to live. Other unfortunates who toil under the thumb of the drow houses and their weapons corporations are half-orcs, orcs, mongrelmen, and troglodytes. There are a lot of cool places on Apostae, including Crater Town (an independent settlement founded in an icy crater by a half-orc), Nightarch (a city built around a mysterious gate that leads to the planet’s interior), and Wrecker’s Field (a scrapyard). The theme for the Apostae is my absolute favourite in the book and is called Xenoarchaeologist, which represents characters who explore the ruins of lost civilizations. It grants +1 Intelligence, makes Engineering a class skill, and it’s theme knowledge makes it easier to identify rare and alien technology. At sixth level they become adept at noticing traps, at twelfth level they are masters of translating foreign languages, and at eighteenth level they can document an artifact from an unknown or ancient culture to regain resolve. This is AWESOME! Count me in!
The final planet in the Pact Worlds is Aucturn, a toxic, shifting, organic world believed by cultists to be the womb of a Great Old One. This place is nasty! It causes mutations, madness, sickness, and worse. It’s very Lovecraftian, featuring gugs, cultists, shogoth, the Dominion of the Black, and so on. Here, nothing is illegal or taboo, and even the darkest urges can be indulged. There are a lot of interesting (and gross!) locations on Aucturn, but my favourites turned out to be Amniek (a city led by a group of midwives who are trying to birth a foul godling from the nearby Gravid Mound), Citadel of the Black (a massive, half-full settlement ruled by Carsai the King, high priest of Nyarlathotep), Endless Throat (an organic feeling hole in the ground that has no end), The Fury Place (a forest filled with a mist that drives people to rage — curiously records show it once caused lust, and before that lethargy), and Master’s Maze (a man-made maze of canyons that can only be solved from within). The theme for Aucturn is called Cultist, which actually represents a character who is an ex-cultist (or at least says they are…). It grants +1 Constitution, makes Disguise a class skill, and it’s theme knowledge makes it easier to know about secretive religions and cults. At sixth level they become adept at infiltrating and impersonating members of a cult, at twelfth level they can reroll a saving throw against diseases, drugs, and poisons, and at eighteenth level they can speak about your time in a cult to regain resolve.
With the last of the gazetteers on the planets of the Pact Worlds behind us we’ve already gone through over half of the book. Up next is Chapter Two: Starships. This section begins with some information on the Drift, and then launches into a small array of new starship options. The most interesting options are created for the Xenowarden’s biomechanical ships, but there’s also a few mainstream options like launch tubes, and a brig. I think the Aballonian data net is also really cool. There’s two new starship weapon special properties: burrowing and spore. After that there’s a trio of three new premade ships for different organizations. Three each for Aballonian ships, Hellknight ships, Iomedaean ships, Vercite ships and, my personal favourite: Xenowarden ships. The artwork for the Iomedaean Cathedralships is particularly gorgeous.
Up next is Chapter Three: Supporting Cast! This section starts with a few sentences of information on a bunch of different factions and organizations, including AbadarCorp, Android Abolitionist Front, Augmented, Corpse Fleet, Knights of Golarion, Starfinder Society, Stewards, and the Xenowardens. After this there is a wide array of NPC stat blocks tied to a theme. Each theme is two pages long, has three different stat blocks of different classes and challenge ratings associated with it, a paragraph of ideas on how you could use (and alter) these stat blocks, and some sample encounters to run with the stat blocks. The themes explored in this section are cultists, free captains, hellknights, mercenaries, security forces, and street gangs.
Up next is the final chapter in the book: Chapter Four: Character Options. This section starts with six new archetypes. The Arcanamirium Sage, who is an expert at using magical items; the Divine Champion, who serves a deity and can unlock divine powers; Skyfire Centurion, warriors who forge a bond with their teammates; Star Knight, a highly adaptable class that can represent warriors of holy or unholy orders (including hellknights); Starfinder Data Jockey, who is an expert with computers and data retrieval; and Steward Officer, a diplomatic peace-keeping military officer. I really liked the Divine Champion and the Star Knight, but I think the Data Jockey is likely to see the most use. It’s awesome.
After the archetypes there eight new feats (including the highly adaptable divine blessing), four pages of new weapons and weapon fusions, two pages of new armour and armour upgrades, two pages of technological items, two pages of magic items, two pages hybrid items, and four pages of new spells (check out control atmosphere!).
The last seven pages of the book turned out to be my favourite. They introduced six new Pact Worlds races. What can I say? I’m a sucker for playable aliens! The races include the shapeshifting astrozoans, who have no known history and look like blobby starfish (if they tried to stand). Also, they have eyeballs for elbows and knees! Cool. There’s also winged strix (a familiar face from Golarion), and bantrids who — let’s face it — look like giant noses. These quirky fellows roll around on a sort of ball they have on their base and (ironically) have no sense of smell. The borais are living races who either refused to die (despite dying) or were tainted by negative energy or undeath before they died. These people came back and are now a unique form of undead. There’s also khizars, the awesome plant-people of Castrovel and my favourite of the new races. The final race? SROs, which are basically robots that are fully sentient. My daughter ADORES them.
Boroi, a playable race from Starfinder: Pact Worlds
SRO, a playable race from Starfinder: Pact Worlds
Bantrid, a playable race from Starfinder: Pact Worlds
And that’s it! The end of Starfinder: Pact Worlds. I hope you enjoyed taking a closer look at the book with me today, and that this helped you decide whether Pact Worlds is right for you. I know I love it!
Ysoki Arcanamirium Sage from Starfinder: Pact Worlds
Kasatha Idari Pilgrim from Starfinder: Pact Worlds
Android Security from Starfinder: Pact Worlds
Verthani Cyberborn from Starfinder: Pact Worlds. Art by Pixeloid Studios