September New Releases

Secrets of Roderics Cove Adam Daigle Return of the Runelords 1
Pathfinder Adventure Path: Return of the Runelords: Book One: Secrets of Roderic’s Cove by Adam Daigle.

Last month was a busy one, with some awesome new releases, but also some delayed products. Fans of Starfinder were treated to the Starfinder Roleplaying Game: Armory, Starfinder Flip-Mat: Asteroid, Starfinder: Dead Suns Pawn Collection, and two awesome Starfinder Society Scenarios: #1-20: Duskmire Accord 9, and #1-21: Yesteryear’s Sorrow. Fans of Pathfinder were finally got their hands on the finale of the War for the Crown Adventure Path: War for the Crown: Book Six: The Six-Legend Soul! There were Pocket Editions released of Ultimate Combat and Bestiary 5, and three amazing Pathfinder Society Scenarios: #10-01: Oathbreakers Die, #10-02: Bones of Biting Ants, and #10-03: Death on the Ice. There were also a lot of map releases, with Pathfinder Flip-Mat Multi-Pack: Forests, Pathfinder Flip-Mat Classics: Watch Station, Pathfinder Flip-Tiles: Dungeon Starter Set, and Pathfinder Flip-Tiles: Dungeon Perils Expansion. They also released the Ultimate Wilderness Add-On Deck for the Pathfinder Adventure Card Game.

Of course, there was also a wide array of Pathfinder Playtest releases including the Pathfinder Playtest Rulebook, Pathfinder Playtest Rulebook Updates, Pathfinder Playtest Bestiary, Pathfinder Playtest Adventure: Doomsday Dawn, Pathfinder Playtest Flip-Mat Multi-Pack, Character Sheets, Tracking Sheets, Pregenerated Characters, and three Pathfinder Playtest Society Scenarios: #1: Rose Street Revenge, #2: Raiders of Shriekers Peak, and #3: Arclord’s Envy. All of these products are available as a free download on Paizo’s website!

Against the Aeon Throne Reach of the Empire Ron Lundeen
Starfinder Adventure Path: Against the Aeon Throne: Book One: The Reach of Empire by Ron Lundeen.

Because of the recent website outages over at Paizo, shipment of their newest adventure path volumes were delayed a bit, meaning plenty of subscribers didn’t receive their copies until the start of this month, as opposed to the end of last month. That means that this month there is a WHOLE LOT of Adventure Path Volumes coming out! Both Starfinder and Pathfinder are launching new Adventure Paths. Pathfinder takes us back to Varisia with the highly anticipated Return of the Runelords! It begins in Return of the Runelords: Book One: Secrets of Roderick’s Cove, and continues on later this month/the start of next month with Return of the Runelords: Book Two: It Came from Hollow Mountain . This campaign looks like a ton of fun! It’s going to take you all the way to level 20, and pits you against not one, but all five of the remaining Runelords (or their minions)! For more information on the Return of the Runelords, check out my recent blog post: Return of the Runelords. As for Starfinder, they’re shaking things up with a special three-part adventure path that starts with a bang and just keeps the excitement coming! The Against the Aeon Throne Adventure Path pits your players against the Azlanti Star Empire, a massive tyrannical governing body that controls a whopping three solar systems! Your players will be taking on the role of some rebels who are out to help a friend, and cause some trouble for the Empire. Although they won’t be taking on the entire Azlanti Star Empire, they get some good licks in and get out safe and sound (hopefully). This adventure path feels very Star Wars themed to me, and seems very personal and exciting. It begins with Against the Aeon Throne: Book One: The Reach of Empire, which is already out, and continues at the end of this month with Against the Aeon Throne: Book Two: Escape from the Prison Moon! For more information on this adventure path check out my previous blog post: Against the Aeon Throne.

It Came From Hollow Mountain Mike Shel Return of the Runelords 2
Pathfinder Adventure Path: Return of the Runelords: Book Two: It Came from Hollow Mountain  by Mike Shel.

While we’re on the topic of adventures, let’s take a look at what else is on the agenda this month, shall we? War for the Crown Poster Map Folio comes out, which features three poster-sized maps for use with the War for the Crown Adventure Path. The maps are of Oppara, the capital city of Taldor (which is also where the adventure path begins in War for the Crown: Book One: Crownfall, and ends in War for the Crown: Book Six: The Six-Legend Soul), Meratt (a Taldan county featured in War for the Crown: Book Two: Songbird, Scion, Saboteur), and the nation of Taldor itself. There’s also the new Pathfinder Module: Cradle of Night coming out.

Pathfinder Module: Cradle of Night is an adventure that was outlined, worked on, and written by, a large number of people including Wes Schneider, Neil Spicer, James Jacobs, Greg Vaughan, and Ron Lundeen. It’s an awesome sounding adventure intended for level eight characters which will be around 64 pages in length. Of course, it’s also cursed! This poor thing has been perpetually delayed. With an original release date of last year, it was bumped to a January release, then mid 2018, and has finally shown up on the soon to be released products page. Preorder begins now (again), and hopefully will be out in a month or so. The adventure itself takes place in Nidal and begins when a refugee Caligni from the Darklands comes to the surface for help! He needs someone to save/stop his people from releasing darkness upon the world and bringing about the rebirth of a “shattered god.” It moves from Nidal, down into the Darklands, includes a lot of information on the origins of the Caligni peoples (darkfolk), and the Shadow Plane. Plus, it just sounds epic! Curious who the “shattered god” is? So am I! Haha. I’m particularly excited that this book will allow me to make use of my Pathfinder Campaign Setting: Nidal, Land of Shadows sourcebook!

Against the Aeon Throne Escape from the Prison Moon Eleanor Ferron
Starfinder Adventure Path: Against the Aeon Throne: Book Two: Escape from the Prison Moon by Eleanor Ferron.

There are two Pathfinder Player Companion books out this month, Pathfinder Player Companion: Heroes from the Fringe, which presents a look at a lot of non-human, unique character options. Examples of this include the Ekujae elves of the Mwangi Expanse, and Pahmet dwarves of Osirion’s deserts, and many more. The part I’m most excited about? Whimsical phantoms for spiritualists! Come on, you know you want to be haunted by a chipper gnome ghost! I’m very intrigued with this product and can’t wait to see what’s inside. There’s also Pathfinder Player Companion: Plane-Hopper’s Handbook, which is a great tie-in the Pathfinder Roleplaying Game: Planar Adventures. It provides a host of new player options and equipment for characters who traverse the planes, including new eidolon subtypes for the unchained summoner, alternate race traits and favoured class bonuses for extrapljnar raves (like ganzi!), and some archetypes. I’m definitely curious what’s inside!

There are a wide variety of maps out this month. Pathfinder Flip-Mat: Wizard’s Dungeon, Pathfinder Flip-Mat Classics: Desert (which is very usable), Pathfinder Flip-Mat Classics: Seedy Tavern, and Starfinder Flip-Mat: Ghost Ship! Whoo! And that’s not all! There’s also the release of the Pathfinder Flip-Tiles: Forest Starter Set, which I am very curious to give a look see.

Heroes of the Fringe
Pathfinder Player Companion: Heroes from the Fringe

And the product my son is most excited for? Pathfinder Flip-Tiles: Dungeon Decor Pawn Collection! This product contains a ton of set dressing, from fireplaces, curtains, and bookshelves, to windows, stairs, doors, and statues! There’s a ton of useful bits and bobs in here. It’s very similar to the previous release Pathfinder Pawns: Traps & Treasures Pawn Collection. My son has officially added both to his Christmas list. Haha.

Finally, this month sees the release of two Pathfinder Society Scenarios, and two Starfinder Society Scenarios. Pathfinder Society Scenario #10-04: Reaver’s Roar is a tier 7-11 scenario of special importance to the Silver Crusade faction, which tasks you players with retrieving a relic of the Shining Crusade from it’s guardians. This mission could get complicated, as it sounds like you’re not the only ones after the relic. Pathfinder Society Scenario #10-05: Mysteries Under Moonlight, Part 1: Testament of Souls is a tier 3-7 scenario which takes place in Magnimar and revolves around the mysterious corruption of some of their monuments. This scenario is the first of a two part series which concludes with Pathfinder Society Scenario #10-07: Mysteries Under Moonlight, Part 2: The Howling Dance. I’m a huge fan of Varisia and its many eclectic cities, so I’m pretty excited for this one!

Plane-Hopper's Handbook
Pathfinder Player Companion: Plane-Hopper’s Handbook

Starfinder Society Scenario #1-22: Protectorate Petition is a tier 1-4 scenario that tasks the players with traveling to a planet in Near Space to determine whether the alien ‘copaxis’ should be granted protectorate status in the Pact Worlds. You’ll have to visit their planet, review their claims, explore some ruins, learn some history, and decide whether or not these guys deserve to join the Pact Worlds. Starfinder Society Scenario #1-23: Return to Sender is a tier 5-8 scenario which is a direct sequel to the special Starfinder Scenario #1-99: The Scoured Stars Invasion! Its of particular importance to both the Exo-Guardians and the Dataphiles. Your players will have to take a stolen spaceship into enemy territory and complete their objectives without getting caught. If they’re successful they’ll enable the Starfinders to launch an offensive against the jinsul empire! This is going to be awesome!

And that’s all for this month! I don’t know about you, but I’m most excited for the Return of the Runelords, and Against the Aeon Thrones Adventure Paths!

Jessica

 

Against the Aeon Throne

Against the Aeon Throne Reach of the Empire Ron Lundeen
Against the Aeon Throne: Book 1: The Reach of Empire by Ron Lundeen.

The Dead Suns Adventure Path has officially come to the end and I am thrilled for what’s coming next! It’s a rapid paced, Star Wars inspired campaign that pits the ‘little guys’ against the powerful militaristic Azlanti Star Empire: Against the Aeon Throne! This is the second Starfinder Adventure Path, and this time around they’re shaking up the format. For starters, it’s going to be a monthly release from now on. Also? It’s only three parts. This change is temporary, and will allow them to tell shorter, more diverse stories, with a more focused narrative. Against the Aeon Throne should take you to level six. It will be followed by another three-part Adventure Path, Signal of Screams, which is a delightful space horror that will begin at level seven. I know, right? Exciting. If you’re not ready to stop playing your characters after Against the Aeon Throne you can always pick right back up with Signal of Screams. After this they will go back to the six volume format for the fourth adventure path, Dawn of Flame, which happens on the sun! After Against the Aeon Throne comes to an end be sure to give Paizo your feedback. They’ll want to know if you like these changes, or prefer the six volume format.

But, enough about the future! Let’s hear about Against the Aeon Throne!

Against the Aeon Throne Escape from the Prison Moon Eleanor Ferron
Against the Aeon Throne: Book Two: Escape from the Prison Moon by Eleanor Ferron.

This new Adventure Path begins with Against the Aeon Throne: Book 1: The Reach of Empire. It’s written by Ron Lundeen and is intended to bring your characters from level 1 to 3. Your players will be creating characters hired to transport some much needed supplies to a new colony (named Madelon’s Landing) of just over a hundred people that was founded a few months ago on a planet in the Vast called Nakondis. This world is wild, and constantly shrouded in mist. Still, a pal of yours decided to move there, so paying them a visit is the least you can do. Besides, what could possibly go wrong? Right? Haha. Upon arriving you discover that the Azlanti Star Empire has conquered the colony! Your players must liberate the colony from the villainous Empire. But the Azlanti weren’t only interested in the colony. They were after something else: an experimental starship drive from an ancient ship that crashed on Nakondis long ago. To make matters worse, your friend is nowhere to be found. They’ve been taken! But why? In addition to the adventure itself, this issue features an article on the planet of Nakondis and the new colony of Madelon’s Landing. It also has a new theme: the colonist, a host of ships found within the Azlanti Star Empire (including drone fighters, and even ships that allow you to use mysticism and computers checks in new ways!). There’s also new creatures, of course: the carrion dreg template, the mucilaginous cloud, Azlanti adjutant robot, synapse worm, thermatrod, endiffian playable race and, my personal favourite, a simian creature known as a hobgar.

Against the Aeon Throne: Book Two: Escape from the Prison Moon is written by Eleanor Ferron and is intended to bring your player’s characters from level 3 to 5. Thanks to their efforts freeing Madelon’s Landing from the Azlanti Star Empire, the PCs have been deputized by the Stewards (a group of space police) and are on their way to rescue their friend. Not an easy task! They’ll have to enter the Azlanti Star Empire and figure out a way to break into a massive prison moon. They also get to visit a new space station. The articles in the back include information on the Azlanti Star Empire, some new gear, information of the many races and species that the Azlanti have conquered, and details on an Azlanti prison guard spaceship.  There’s also some new creatures, including a radioactive dragon and a plant that snubs its nose at gravity (or would if it had a nose…).

Against the Aeon Throne The Rune Drive Gambit
Against the Aeon Throne: Book Three: The Rune Drive Gambit by Larry Wilhelm.

Against the Aeon Throne: Book Three: The Rune Drive Gambit is the conclusion of this adventure path! It’s written by Larry Wilhelm and is intended for fifth level characters. Now that your PCs have rescued their friend they have to retrieve the starship drive the Azlanti retrieved from Nakondis. To do that they’ll need to find and break into a science laboratory, steal the engine, and get back to freedom. They also get to figure out why it’ so important and face off against the mastermind behind the attack on Nakondis. In addition to the adventure this issue also comes with ideas for continuing the campaign, an article on the Stewards, full details on a luxury Azlanti spaceship, and some new creatures (including fey and an aberration).

Against the Aeon Throne looks like its going to be an exciting change of pace that’s fun and personal. The shorter length is definitely going to appeal to some fans, including my husband and children. I can’t wait to strap on my laser pistol, make a rebel, and throw a wrench into the plans of the Azlanti!

Fire up the engines! It’s time to head into the Drift!

Want to know more? Check out the AWESOME trailer Paizo released for Against the Aeon Throne. My kids and I just watched it and they are literally bouncing up and down in excitement! Nice job, Paizo!

Jessica


UPDATE: For a more recent look at Against the Aeon Throne check out this blog post: Review: Against the Aeon Throne: Reach of Empire!


LEGO my Starship!

Well, it took about a week, but Paizo’s website is finally up and running properly. Oh. Actually, it’s down again. Haha. Well, it was up for a day, at least. (You can do it, Paizo!).

Dungeons and Dragons Coloring Book
Dungeons & Dragons Adventures Coloring Book, with art by Todd James.

It was strange, having my play-by-posts out of reach for so long. But, I got plenty of others things done. I got by house in order, helped my Mom move, and got my kids prepared for the new school year (which starts in another week and a half). I saw my youngest brother for his birthday. He asked for books and some socks, so I picked him up Naruto socks, Akasuki socks, and two books I thought he’d like: Ready Player One by Ernest Cline (which is also an awesome movie, by the way), and the first three books in The Legend of Drizzt series (Homeland, Exile, and Sojourn) by R. A. Salvatore. Drizzt’s origins are actually my favourite books he’s in, and my brother’s never read them. (Blasphemy! Haha). I think he’ll really like them. While we were shopping I found an awesome Dungeons & Dragons Adventures Coloring Book which I was super tempted to pick up for my kids (but didn’t). Maybe I’ll buy it for one of them for Christmas in a few months. Haha.

My daughter and I finished creating our newest Pathfinder Society characters, Croak and Sereia, whom we won race boons for, and my husband and son are about halfway done theirs. My daughter completed creating her second character for the Pathfinder Playtest adventure Doomsday Dawn, and I’ve just started mine. I got a lot of reading done, and have a few extra blog posts underway already. Be on the lookout for posts about Starfinder: Pact Worlds (I know, I’m slow, haha) and Pathfinder Player Companion: Blood of the Sea in the coming days.

I never have time for video games anymore, but with my play-by-posts down my kids and I started playing one of my very favourite video games of all time: Chrono Cross for the PlayStation. I was a kid when I played it the first time, and it literally blew my mind. Twist after twist I was just… Stunned. It’s got time travel, alternate dimensions, death, life, fate, a ton of NPCs you can get to join your party (many of which you meet well before you can convince them to join you), and (perhaps the coolest part) halfway through the game, after rallying friends and allies to help you defeat the villain, you have an epic confrontation which culminates with the villain using a magical ritual to swap your minds around. Your mind goes into his body and his goes into yours. All of a sudden those friends and allies are hanging around with the villain, trying to fight you. And you? Well, at least you don’t have to worry about fighting all those minions of the villain anymore. Cause they’re yours now. Sort of. Haha. So, if all your good friends are doing the work of the bad guy now, and they think they’re still doing good, but you and the other villains are working to stop them, are they still good guys? As a kid, I was amazed. Haha. Anyway, I started the game, which made my kids want to try, so we each started our own file. They’ve already reached the first big twist in the game, and were so shocked. They concocted a whole lot of crazy theories in an effort to figure out what’s going on. It’s adorable to watch. It’s been fun. I definitely owe fellow play-by-poster PaleDim a shout out for getting the music from Chrono Cross stuck in my head the other day. (Thanks!)

My husband and kids have been watching Voltron since it launched on Netflix quite a while ago, so they took the opportunity to delve into the newest season. One of the episodes was absolutely hilarious. The characters play a mock version of Dungeons and Dragons called ‘Monsters and Mana’ which is just a blast. I particularly like the GMs in campaign twists, and that one of the characters just kept playing a paladin no matter how many times he died. The other characters kept pointing out that he was a paladin in real life, so maybe he should try something else, but he thought that was absurd. There’s nothing better than a paladin, after all! My kids, my husband and I were laughing so hard. If you ever get a chance to watch Voltron Season 6: Episode 3: Monsters and Mana you should definitely take it! (It’s from the remake on Netflix, in case that needed clarifying, not the original show from when my husband was a kid, haha.)

Recently my husband suggested we build our own starships out of LEGO for use in Starfinder starship battles , which we all thought was an awesome idea. I’ve always loved playing with LEGO, but I wouldn’t say I’m great at it. I’m more of a ‘follow the directions’ or ‘build a square house’ kind of girl. But, I took to the challenge with aplomb! Turns out I did a pretty good job! My kids made some really nice ones. But, my husband turned out to be the LEGO Master of the house. Most of our ships came out way too big, but we had a lot of fun.

Well, it’s time for me to sign off now. I’m at the local laundromat and my laundry’s almost done. I’ll leave you with some pictures of our wonderful LEGO starships!

Until next time!

Jessica

d20 diaries starship starfinder 1

d20 diaries starship starfinder 2

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d20 diaries starship starfinder 4

 

The Wayfinders: Yesteryear’s Truth

Way back in March I shared my family’s experiences creating their first Starfinder characters. We had a lot of fun making a kooky crew, and tried them out a bit before deciding they would join the Starfinder Society. There were some changes that needed to be made. Tucker was a halfling, which would have to change, but otherwise the transition went smoothly. Then we sat down and played Into the Unknown. Life got busy. We moved on to play Starfinder Scenario #1-03: Yesteryear’s Truth, which was great fun.

StarfinderCover
Starfinder Core Rulebook

So today, when I turned on my computer with the intent of writing a blog post, my daughter put her little hands on her hips and said, “Mom, you did not write about our Wayfinders in a long time! You need to do that.”

Has it really been that long?

Yup! It certainly has.

And so, at my daughter’s insistence, we’re rejoining the crew of Infinity and heading out into the Vast! So strap in, and get ready for wild ride!


Our crew consisted of three mercenaries and a single Starfinder Agent. The Starfinder Agent Hoponisa (Hops for short), is a ysoki technomancer from the dark side of Verces who loves to dance. She’s on a mission to find herself the ‘perfect mate’ and is handy both in the pilot’s chair, the engineering bay, and at a computer console. She has a robot rabbit dubbed ‘Snowball’ who is a glorified computer with some minor mobility that she crafted herself, then wrapped in fuzzy faux fur for ultimate cuddle-ability. It’s also her spell cache. Hops is a member of the Wayfinders faction who acts as a contact with a specific group of mercenaries — the other PCs. Together, Hops and her hired help travel the Vast, deploying drift beacons for credits at the behest of the Wayfinders. After discovering new planets, collecting data on their environments, and deploying drift beacons, the group prepares a report on the planet for the Wayfinders, which allows the spacefaring faction to better prepare proper Starfinder teams for further exploration on these locations. The mercenaries make some decent credits, and the Wayfinders get to expand their influence without using up valuable Starfinder resources and personnel.

Hops and the crew of the Pegasus Class ship, Infinity, have gone on plenty of missions together. Led by their Captain Aya, a wise, enigmatic kasatha mystic who believes that every life is precious, they’ve charted planets and discovered new places. Their roles on the starship change a lot, with the rest of the crew rotating between pilot, engineer, science officer, and gunner as the mood strikes them. Aya and Hops are joined by Tucker Aetherfoot, a ysoki operative with the daredevil speciality who’s nimble, acrobatic, and full of boundless energy. He wears a t-shirt with a shirren design on it (to represent his long-time friendship with the shirren Vishkesh), and wears a racing helmet with a rose-tinted visor and stylized mouse ears on the side (which was given to him by Hops as a birthday gift). Tucker’s insatiably curious, and runs a blog in his spare time about his experiences exploring the Vast. He’s a devout Desnan from Absalom Station, prone to dancing when he’s idle too long. …Even in the middle of a mission. Lastly, there’s Vishkesh, a shirren mechanic with a little flying spy drone named Rijin. Rijin is trained to help Vishkesh with repairing starships, and is also outfitted with a flare gun. He’s a chipper little thing, with a bubbly artificial personality. Vishkesh has a fondness to caring for (and rescuing) larval shirren, and currently has a dozen dangling off of him in their protective canisters at all times. Vishkesh is the proud owner of a pig stuffed animal — a rare creature he’s never seen in in the flesh! He’s also from Absalom Station, and is a long time friend of Tucker’s. Vishkesh worships Hylax.

Recently a fellow scouting ship hired by the Starfinders, Unbounded Wayfarer, went missing. Worried for their friends and fellow mercenaries Aya, Tucker, and Vishkesh urged Hops to inquire with Venture-Captain Arvin after the other ship’s status. The news? Bad.

PZOSFQ0001E
The crew’s previous adventures began with Starfinder Society Quest: Into the Unknown by Ron Lundeen. Into the Unknown is a free download on Paizo’s website.

The crew of the Infinity were dispatched to find the Unbounded Wayfarer, save them (if possible), and return with the information they had acquired on their recent voyages. The mission was different than anything they had done for the Starfinders before, but they accepted. They made friends along the way, particularly with a vesk pawn-broker by the name of Julzakama, and a family of enterprising ysoki who run the Vat Gardens. They fought their way through undead from Eox, alien creatures, and space pirates. In the end they discovered that their friends from the Unbounded Wayfarer were dead. They retrieved their bodies, the information they had discovered, and learned of a few planets worth exploring. Then they returned to Absalom Station to report to Venture-Captain Arvin, and mourn the loss of good friends.

Upon completion of their mission, Arvin offered the crew of the Infinity a rare opportunity. He would sponsor their entry into the Starfinders as actual agents, then he would grant them right of first exploration on all of the planets that they had received intelligence on from their companion’s ship. Aya, Tucker, and Vishkesh did some soul searching, and decided to officially join the Wayfinders faction of the Starfinders on the condition that they would always work as a team, and they would retain their ship.

With the bargain struck, the crew of the Infinity spent a bit of time in Absalom Station resting and upgrading their ship to meet Starfinder standards. They interviewed fellow Starfinder agents, eventually hiring two rookies to assist them with rounding out their crew: Gizdara, a half-orc technomancer who’s a whiz with computers, and Diggs Drifthopper, a burly ‘rabbitfolk’ whose planet was conquered by the Vesk years ago. Diggs was forced into the military, but was recently allowed his freedom and was looking for work. He’s good with a gun, but not much else (which he can’t use in SFS play, as a non-combatant hireling, haha). Still, my daughter insisted on hiring him because he was destined to be Hops’ mate. (Uhhh… Okay? Haha). Diggs’ job is mostly to watch the ship while we’re away from it.

With their crew rounded out Infinity set off into the Vast to check out the first of the planets their friends on the Unbounded Wayfarer had discovered before dying. This planet was called Elytrio, and was reported to be protected by powerful automated defences. Hops took the pilot’s chair, and Captain Aya gave her the order to set off. Gizdara programmed the coordinates into the ship’s databanks. Vishkesh and Rijin headed down to the engineering room to ensure the ship was in tip-top shape. And Diggs wandered around aimlessly. As they entered the Drift the stars outside became replaced by a swirling mass of colours and motion. The journey was underway….

After ten days they came into communication range of another ship.

“Registration information?” Aya asked Gizdara.

The half-orc techie clicked away at her console for a few seconds. “Identified as Clutter Collector. It has docking certifications for Absalom Station. Looks like a salvage barge run by a ysoki called Winks.”

Aya considered this a moment. “Open communications.”

“Got it. Hailing the Clutter Collector.” Gizdara replied.

The rest of the crew gathered round just as Winks appeared on the view screen. “Hey, pal! The name’s Winks! I’ve been in the Drift 25 days, and I am BORED!” the ysoki exclaimed. “SO happy to meet ya’! You?”

Aya chatted with Winks for a minute before passing control of the comms over to her crew. Hops, Tucker, and Vishkesh all had a blast chatting away with the ysoki and his familial crew. But, after about an hour, they were nearly out of range of each other.

“Thanks for the chatter,” Winks said with a wink. “You can save my frequency. Maybe we’ll chat again in the future, eh?”

And with a crackle of static, he was gone.

“Out of communication range,” Gizdara announced.

“Thank you,” replied Aya. “End transmission.”

Pegasus Starship Starfinder Explorer
Infinity is a Pegasus frame exploratory starship.

The crew headed back to their normal routine, performing their duties, eating, gaming, dancing and chatting. Nine days later they exited the Drift. Seeing the blackness of space and its brightly twinkling stars for the first time in weeks, the crew heaved a sigh of relief.

“The Drift makes me nervous,” Diggs admitted. “This is how space is supposed to be.”

Hops laughed. “Space is beautiful! But, we can’t travel like this all the time! We’d never get anywhere!”

“To your stations,” Aya announced. “Hops, prepare for approach. Vishkesh and Rijin, begin pre-descent systems check. Gizdara and Tucker, what can you discern about the planet?”

Everyone got to work, and soon Tucker grinned. “Elytrio is the fourth planet orbiting an unnamed sun. It has two barren moons, but I’m seeing minor energy fluctuations. There might be the remains of an installation up there. Whatever it is, it’s no longer functioning.” Tucker clicks a few more buttons on the computer console before continuing. “As for the planet itself… looks like some kind of wasteland. I’m seeing blasted deserts, strong winds, and higher than normal levels of radiation. Nothing harmful, but we should activate our armour’s environmental defences just in case. Air is breathable, gravity normal. …I’m not seeing any plants or water, and little signs of animal life. I’m not detecting any settlements left or — wait! I’ve pinpointed a large energy output from what seems to be a fully functioning city in the Southern Hemisphere. My readings indicate that the city has a level of technology similar to the Pact Worlds, though it seems… outdated. It’s hard to learn more. The entire city and surrounding area it is encased in a powerful force field.”

Science Officer - Gizdara
Art discovered on Pinterest and used to represent Gizdara in my home game. If you happen to know the name of the artist let me know so that proper credit can be given.

Aya nodded. “Thank you, Tucker. Gizdara, try to find us a safe landing zone near the city. Tucker, triangulate suitable locations on the planet’s surface to deploy four drift beacons. Let’s get this planet on the grid, shall we?”

“Got it!” Tucker replied.

“Vishkesh, prepare for battle. We’ll be making our descent any minute, and I want to be ready for the planet’s automated defences.” Aya ordered calmly.

“Check!” Vishkesh replied.

“I am happy to be useful!” Rijin added in an overly happy voice. “Oh, yeah! The joy is filling me up!”

“Now listen children,” Vishkesh told his larval shirren. “This is how we activate our ship’s shields. First press this… and then…”

“Hops, take us down.”

“On it, Captain!” Hops exclaimed.

Infinity began its approach… After only a few minutes, a loud klaxon alarm sounded.

“Approaching ship!” Tucker exclaimed. “Scanning it now!”

“Incoming transmission!” Gizdara announced.

“Play it over the comms.” Aya replied.

The message that played over their speakers was in a crackling, robotic voice. It’s language was foreign and unknown to them, but the tone seemed serious.

“It’s a warning,” Aya announced. “Gizdara, activate the tetrad certified translator. I want to know what it’s saying.”

“The message won’t be enough for the translator to get a handle on the language.” Gizdara retorted.

“It’s a start.”

The message repeated a few more times, then cut out in a crackle of distortions and static, like a corrupted audio file. Only the proximity alert continued to chime, breaking the silence with an irritating whine.

Suddenly, a hemispherical ship emitting a ring of red light from the edges of its lower hull came into view.

“Ship in sight!” Tucker exclaimed.

Vishkesh quickly examined it. “Intel was accurate. It’s a launch platform. Fully automated. Unmanned. Feel free to blow it up without worry!”

“Confirmed! Not reading any signs of life inside the ship.” Tucker added. “Take over Gizdara, I’ll man the guns!” With a grin, Tucker nodded at Diggs. “Come on, pal. Make yourself useful. We’ve got more than one gun.”

Tucker and Diggs hurried over to the gun controls as the enemy ship began to open.

“It’s launching a combat drone.”

Aya let out a sigh. She preferred to avoid a fight whenever possible. Still, at least the only loss of life they had to worry about was their own. “Engage.”

Gunner - Diggs Drifthopper
Art discovered on Pinterest and used to represent Diggs Drifthopper in my home game. (If you happen to know the name of the artist let me know so proper credit can be given).

Hops tore off through space at breakneck speed as Tucker and Diggs fired at the launch platform. (GM Comment: technically, it was only Tucker. As a hireling Diggs cannot actually aid in battle. I only described him doing so in session for flavour).

The battle was a tricky one, and the launch platform managed to deploy three combat drones before we destroyed it. The combat drones stood little chance after that. My daughter had great fun flying our ship and acting as pilot, but did need help to properly move the ship and select her fancy flight maneuvers. My son rather enjoyed being engineer with his drone (which is my personal favourite starship role). My husband’s character is a solid gunner, and even when firing an extra gun most rounds he managed to do a number on the enemy fighters. And me? I enjoyed bossing everyone around with serene, super serious commands. I even put on my serious face for the occasion. Haha. We made use of Starfinder Flip-Mat: Basic Starfield for this battle, which I highly recommend picking up if you don’t already own it.

With the enemy drones defeated, Vishkesh examined the wreckage for information and made a few nifty discoveries. Although outdated, there were some interesting algorithms in the platform’s programming which would be helpful in improving their own automated defences. Soon Infinity continued its descent to the planet.

Due to our characters backstory we had some tasks to accomplish before landing (in addition to completing our actual mission). With Tucker’s coordinates, we set out to deploy some drift beacons on Elytrio. This was a fun way to provide some hints to the planet’s purpose and past without hitting my family over the head with a massive information dump. The first deployment location was a rocky mesa on top of a small mountaintop. From there the crew found the remains of a destroyed city on an uneven plateau near the base of the mountain. They discovered that it had been blown up long ago and eroded over the centuries. At our second location the group found themselves on a dried up lake-bed, which gave them some clues to Elytrio’s past eco-systems. They also discovered a new species of bug scurrying across the ground, which Tucker collected for further study, and some razor sharp weeds that they thought would easily be blown around by the wind and could cause some irritating cuts and wounds. The third location was in the desert beside a metal spire. They discovered the spire was the antenna or technological device that topped a building of some kind. After some examining from Vishkesh, he deduced that this was a power relay that sent energy and messages to a distant loctation just outside the atmosphere. Likely one of Elytrio’s two barren moons. Interesting!

The final drift beacon location was also going to be our final landing site. It was located as close to the city’s force field as we could get. After setting up the beacon in the desert wastes the group bid Diggs and Gizdara goodbye, leaving them behind to keep and eye on the starship. Then Aya, Hops, Snowball, Tucker, Vishkesh, and Rijin set off across the sands towards the city’s glowing forcefield.

Suddenly there was a shifting in the sands… a grumble of the earth… and a massive beast that looked like an oversized lion with a beige mane and a body covered in dark brown scales leapt out of the sand and chomped at Tucker!  It had a stubby face with a maw filled with razor sharp fangs, and a long, segmented tail.

“Aaaah!” Tucker exclaimed as he dodged out of the way. “We’ve got company!”

“Bad kitty!” Rijin scolded the sand brute in an overly happy robot voice.

“Yeah!” Vishkesh said with a nod. “BAD CAT! SHOO!”

The creature let out a terrifying roar. Hops’ eyes widened in fear. “Let’s get out of here!”

“Hold your ground!” Aya commanded. “If you run it will follow. Weapons out. Engage!”

“You don’t have to tell me twice!” Tucker exclaimed. He fired a shot at the sand brute with his azimuth laser pistol, only for the creature’s hide to reflect the blast. Tucker let out a surprised shriek and ducked, causing the reflected laser beam to strike the sand right behind him. “It’s got a reflective hide!”

“No lasers,” Aya quickly commanded.

Vishkesh gave Rijin a nod. “Battle mode, Rijin!”

Rijin’s little metal hands waved around in excitement, drew a flare gun and loaded it. “Okay! I am so happy to be engaging in deadly battle with you today!”

Vishkesh stroked his multiple guns. “Oh, my… Decisions, decisions! This feels like a flame-thrower moment to me!” He pulled out his flamethrower, took aim, and unleashed a torrent of fire at the sand beast. The creature howled in pain.

Aya drew her battle staff and gave it a whirl. It spun through the air with a ‘whoosh’ sound. “I’ll distract the creature. Keep up the assault at range.” With her orders given, Aya dashed into honourable battle against the sand brute. She swung her battle staff, striking the beast in it’s forelimb. It growled in pain and bit at her, but she knocked it’s jaws out of the way with her staff — the first time. It growled and snapped at her again, tearing into the flesh on one of her four arms.

Hops nodded at Snowball. “Let’s hop to it!” she exclaimed (my daughter giggled in glee at her rabbit joke). Then she got to spell casting! She fired an icy cold ray of energy at the monster, while Snowball hopped around her feet.

Meanwhile, Tucker frowned. “But I only have laser guns!” He holstered his gun, drew his survival knife and took a deep breath. “Let’s dance!” (my daughter giggled in glee at my husband’s dancing joke). Tucker dove and tumbled across the battlefield and joined Aya in melee combat, stabbing at the sand brute as he danced around it. Aya whacked it with her staff, while Rijin and Vishkesh burnt it up with their flame-throwers and flare guns.

Paizo Starfinder Mystic Empath
Artwork for Starfinder’s Mystic Empath. Used to represent Captain Aya Ninura Qaru Jahir.

The battle was surprisingly short, but we took heavy damage. Aya had to cast multiple healing spells on the group, and use up some resolve to utilize her healing channel ability. Yesteryear’s Truth makes use of Starfinder Flip-Mat: Basic Terrain for this encounter, but (since I don’t own that)  we used Pathfinder Flip Mat: Bigger Basic instead.

With the beast finally down she moved to cast another healing spell, only to see figures surround them. They were small beetle-like people with hard outer shells and protruding mandibles. They wore tattered cloaks and big goggles over their eyes. In their hands they held rifles, but they did not aim them. Instead, one of the bug-men approached and spoke.

Unable to understand, Aya pulled out the translator again, and got it working. It would take ten minutes of conversation, but eventually it would be able to translate simple sentences back and forth between the common tongue and… whatever the bug-men were speaking. It sounded the same as the language transmitted by the defence platform.

Aya led the crew through some pantomime in order to put the bug-people at ease. In time, they approached closer and the translator began to work. They learned that these people were called -untranslatable word-

Stupid translators!

For the record, I had great fun roleplaying the translators capabilities in this adventure, and the interactions of the group. It was awesome to watch my kids try to puzzle out messages that wouldn’t get garbled or messed up in translation, and to pantomime and act when translation was inadequate. So much fun!

Eventually they earned enough of the leader’s trust that Aya was allowed to cast a spell upon him (share language), which granted the bug-leader, Dystane, the ability to speak and understand Common, Kasathan, and Akitonian. From there, communication got much easier. They learned that the bug-people were known as ghibrani, and that this group were hunters, out scouring the deserts for food for their tribe. Aya offered the ghibrani the corpse of the sand brute and together they helped haul the lion-monster back to the ghibrani’s home. The crew was surprised to discover that was in the opposite direction of the city. Interesting!

Still, they all prioritized befriending the locals over investigating a city they might not be able to a access, so they followed the ghibrani into the desert without fuss. After half an hour they came to a drab cliff pockmarked with holes and cracks. More ghibrani crawled in and out of the crevices, which were clearly serving as their homes. Most of them wore plain scraps of clothing, while a few also wore make-shift goggles and carried a battered old gun in a holster at their side. There was a tiny, little garden off to the side which was clearly in poor health. That it was growing at all in these conditions caused Aya to raise an eyebrow ridge in surprise. There was also a crumbling well nearby, and a pair of older looking ghibrani wearing colourful necklaces who were surrounded by ghibrani children. It looked like they were telling them a story, or perhaps educating them.

At the sight of the hunters returning with a massive sand brute, the ghibrani cheered — until they noticed the weird strangers that accompanied them. Then the little beetle-people shrieked and scurried into their caves in a panic. Only the two elderly ghibrani and the few armed with guns remained in sight.

Dystane spoke to the elders in their harsh, chittering language while the the translator tried its best to keep up.

“Greeting brother -untranslatable word- sister -untranslatable word-. I will that mother   -untranslatable word- watch you close. Find strangers who kill sand brute. Gift to us. Food. Many. “

The conversation continued and Dystane gestured the PCs forward. “This is Brother Koseemo and Sister Alomir. They serve Mother Touloo and lead our colony. Come. I will assist with translating.”

Everyone introduced themselves, then my family began asking questions of the ghibrani. They were surprised to find that none of the ghibrani asked questions of them! Turns out that Mother Touloo was a god who promised to save the ghibrani if they left behind the comforts of civilization and lived a life of hardship in the deserts. Although the ghibrani were happy to receive visitors — a joyous event which had only happened twice in recent memory — they were not interested in learning about whatever comforts and technologies the strangers from the sky possessed.

After only a short conversation Brother Koseemo beckoned at the caves and chittered some more.

The translator tried it’s best. “Stop speak. No deep speak. Welcome return hunter special ceremony. Happy feelings follow participate.”

Dystane’s mandibles clacked. “Brother Koseemo says that before we can speak in depth our people must perform the Welcoming. This is a special ritual where we officially receive our returning hunters. We would be overjoyed if you would join us.”

Aya bowed respectfully. “We would be honoured.”

Yesteryear's Truth Ghibrani Husk Starfinder Society
Dystane is featured on the front cover of the wonderful Starfinder Society Scenario #1-03: Yesteryear’s Truth.

The others agreed and soon were ushered into a large cave in the cliff. It was stuffy inside, with a fire burning in the centre of the room. It was surrounded by ghibrani, all standing in lines. There were a few piles of furs and leathers around the edges of the room where some ghinbrani set up drums and instruments made of stone and hide. Brother Koseemo and Sister Alomir crossed the room and stood at the opposite side of the entrance, while the hunters and the PCs waited at the cave mouth. There was some chittering, which the translator couldn’t quite translate from across the room, and then the ghibrani began to play a surprisingly stately tune. There was some waving, some bowing, and then the lines of the ghibrani — including the hunters — began a clearly choreographed processional dance. A few of the ghibrani looked at them expectantly.

“They want us to join in,” Aya explained.

“You don’t have to tell me twice!” Tucker exclaimed. He watched the dancers for a moment and then began to mimc their movements. A natural dancer, and incredibly graceful, Tucker caught on incredibly quick and was soon dancing even better than the locals. Hops, who loved dancing nearly as much as Tucker, noticed the patterns in the ghibrani movements and joined in with confidence. Vishkesh and Aya tried to join in, but proved incapable of mimicking the ghibrani’s movements, despite their best efforts. As the dance drew to a close the ghibrani cheered and clapped. A few hurried over to Hops and Tucker and drew them into hugs as family. They chittered at Tucker, who had added a few creative flourishes to the dance.

“You teach us rhythmic movement pretty,” the translator announced.

Tucker smiled and tried to teach the ghibrani some of his dance moves. Hops joined in and the pair had a ball. Vishkesh approached the musicians and enquired after their instruments (with Dystane assisting as translator). As he attempted to learn about their music Aya wandered the room nodding her head in greeting at the ghibrani. Everywhere she looked was poverty and hunger. She beckoned Dystane join her, then approached Brother Koseemo and Sister Alomir.

“I understand Mother Touloo protects you because you choose to live here. It is a hard life, yes? You seem to be proud, capable survivors. But, tell me. Survival is taking what you can when you can find it, yes? We have plenty of food on our starship — ” She considered her words before continuing. “On our moving home. May I bring you some food in exchange for your hospitality? As an offering to your people?”

Dystane translated and the elders chittered at each other for a while. Eventually Dystane nodded at Aya. “You are one of us now. Ghibrani welcomed home. Here we share all that we have with one another. We accept your offer of food and in exchange call you Hunter. This is a great honour. But, please, keep your other comforts on this ‘moving home’ of yours. We will accept nothing else.”

Aya nodded. “Thank you.” Then she fetched Vishkesh who clapped his hands happily at the news. The duo went outside and contacted Gizdara and Diggs on their communicators, telling them to move the ship closer — but not within sight of the caves. Then they began unloading food for their new friends. Tucker and Hops soon came out to help, as did Dystane. At the sight of their ship he stood stunned for a moment and turned around, pointedly refusing to look at the technological marvel any longer. After a few trips to and from the ship, the PCs returned to the party to find themselves welcomed with cheers. A few children had already snuck into the food stores and were eating flavoured protein sticks with excitement — a joyous event which the nearby ghibrani pretended not to notice.

As the festivities continued they were approached by a strange ghibrani. Where the others were short and stocky looking, this ghibrani was tall and slender. Where the others were brown, this ghibrani was blue. And where the others clambered and climbed over everything, this ghibrani flew. The ghibrani held a hand to its throat and then pointed at Vishkesh’s. Curious, Vishkesh went closer. The ghibrani cast a spell and then placed a hand on Vishkesh’s throat. Then she did the same to the others. With a clack of her mandibles she said “Greetings, strangers from the sky. I am Klarima. You are different from any I have met before. Are you a Husk or a Membrane among your people?”

Despite that the ghibrani had spoken in her native tongue, everyone understood her perfectly. With a wide grin Hops introduced everyone, then she asked, “What are Husk and Membranes? And why do you look so different than everyone else?”

Klarima clapped her hands. “If you do not know of Membranes and Husks, then surely you must be uneducated Husks! This makes sense. Do not worry about your lack of knowledge. I will teach you. Membranes like myself know much.”

Dead Suns Thirteenth Gate
Statistics for the ghibrani (both Husk and Membrane) can be found in Starfinder Adventure Path: Dead Suns: Book 5: The Thirteenth Gate

Klarima explained that long ago a great war raged across Elytrio’s many ghibrani nations.  Their weapons killed each other and most living creatures across the planet. Arkeost was the name of one of the cities that survived, locked behind a powerful forcefield. That was Klarima’s home. Some of the surviving ghibrani chose to worship a new god — their Mother Touloo — who promised them protection if they lived in the wastes. Due to the radiation, these ghibrani lost the use of their wings and became known by the citizens of Arkeost as Husks. The other ghibrani stayed in Arkeost and became known as Membranes by the Husks. Apparently Arkeost was a city of automated luxury, where the citizens want and work for nothing. All is provided for them.

“Unfortunately, I have been afflicted with a severe case of wanderlust!” Klarima joked. “I wanted to see the world outside of Arkeost, but I was wounded by soarnettles. Foolish of me, I know. The Husks bandaged my wounds and gave me shelter, but I was hoping to return home soon. This place is…. not to my liking.”

The group was grateful for the information, and thanked Klarima.

“Can we accompany you?” Tucker asked. “We were hoping to view Arkeost ourselves.”

“Oh, I would enjoy that very much! You will be the first Husks to visit Arkeost since the separation!”

Hops laughed. “We’re not Husks, Klarima.”

“Oh? You can fly?”

“No.”

“Then you are Husks! I am sad for you, of course. But you should accept your heritage.”

Aya looked around the cave, then at the frail looking membrane. “I do not wish to burden our hosts with accommodating all of us. I suggest we offer our gratitude and then some of us retire to our starship.” She looked at her crew, who nodded at her in turn. Then she continued, “Would you like to see our ship, Klarima? You may spend the night with us, and we can fly to your city at dawn. I will spend the night with the Husks.”

Klarima clapped her hands in glee, clearly happy at the thought of leaving the caves. “I would like that very much.”

So the group enjoyed the rest of the party, bid their hosts farewell, and then returned to Infinity. Tucker, Hops and Vishkesh gave Klarima a tour and found her incredibly curious about… everything! Although, she was oddly incapable of doing anything for herself. Meanwhile, Aya enjoyed the simple but welcoming hospitality of the Husks.

My kids had a wonderful time with this whole section of the scenario. They adored interacting with the Husks, winning their friendship, and then showing Klarima around their ship. It’s why we picked this one to play, actually. I knew they’d love it.

The next morning Aya rejoined the group with some gifts from the Husks (a few healing serums that smelt like licorice, and a rifle) then they flew off back to a safe landing zone near Arkeost. Klarima used her magic to make the crew understand the ghibrani tongue, and then they approached the forcefield. Klarima pulled out a clunky, old fashioned data-pad and clicked away on it. Nothing happened, and Klarima’s mandibles clacked in impatience. She re-entered the commands and this time a gap opened in the forcefield, like a little door. The group filed in and Klarima tapped a few commands on her data-pad, causing the forcefield to close back up.

Arkeost was a sprawling metropolis with tall buildings lined with open doorways in place of windows. Membranes flitted through the air without a care, while robots and drones traversed the city’s lower levels, flying higher only when necessary. The streets and roads at ground level were in horrible condition, broken, jagged, and impassable in many places. Flowerbeds and gardens were overgrown, and all of the structures were suffering under years of rust, wear, and neglect. Although Arkeost was still standing, it was clearly not well maintained.

A group of Membrane guards wearing matching armour and carrying fine looking laser pistols approached the group and demanded to know the PCs business, but Klarima calmed them.

“Fear not, Honoured Guards! These Husks are my guests. I am taking them to see the Most Elevated!”

The guards, who did not seem very comfortable with their gear, eyed the group warily. “Very well,” the finally chittered. “We will escort you on your journey.”

And with that, a few more Membranes fell in line behind the group.

“Who is the Most Elevated?” Hops asked curiously.

“Oh, my! What a question to ask! Although, I suppose you are only Husks. The intricacies of proper Ghibrani society were lost to your people long ago. The Most Elevated are Arkeost’s governing council of most elder, wise, and important ghibrani. They will want to see you for themselves! It is a great honour!”

Hops rolled her eyes at being called a Husk and shrugged, following along with the others. Klarima and the guards flew relatively low to the ground, making keeping up with them only a little difficult. They were led through the city to the tallest and grandest building, located right at the heart of Arkeost. There, Klarima and the guards flew up towards an open doorway.

And stopped.

“Where did you go? Ah! Of course! You are Husks! I have forgotten again.” Klarima laughed. “I am afraid our city if not meant for ghibrani unable to fly. We have always had the ability, you see.” Klarima pulled out her data-pad  and tapped a few commands into it. Soon a quartet of floating platforms arrived in front of the group. “There are hover disks used to transport goods and supplies through the city. You may ride on them. However, I recommend hanging on tight! They have no safety harnesses. Also, I hear Husks have a great fear of heights!”

The guards let out a chittering laugh.

Everyone climbed aboard their hover disks and held on. It was an unstable, jolting ride. Clearly very dangerous! There was a sudden puffing sound, and then a whine, as Hops’ hover disk malfunctioned. Her eyes widened, and she began to plummet back down to the ground.

“Eeeek!” she shrieked. But, as she neared the ground her hover platform let out another puff and a whine, and it’s engine turned back on. Hops once again began her ascent, although this time she wore a terrified, panicked look.

“Oh, dear!” Vishkesh exclaimed. “I think your drones could use some maintenance.”

“Maintenance?” Klarima asked. “You mean labour?” she laughed. “Oh, everything is done for us in Arkeost. I am sure if it is in need of main-ten-ants it will be taken care of.”

Vishkesh’s antennae twitched in agitation. He was pretty sure there was a lot of things around here that could use fixing…

Snowball Easter Bunny Chocolate Soop
Image discovered on Pinterest and chosen to represent Snowball in my home game. Art by Canadian artist DaCosta! under the studio name Chocolate Soop. Click here to check out their website.

After a shaky ride the hover disks dropped the group off at the entrance forty feet above the ground. Hops quickly scurried onto solid ground and clutched Snowball tight. Her robot rabbit twitched its nose and nuzzled her, guided by the artificial personality she had programmed in it. “That was… scary!” Hops muttered. Snowball made a clicking sound and cuddled up closer to Hops.

“Yes, I was afraid that Husks would not enjoy the flight.” Klarima replied.

Hops scrunched up her face. “Hey! I LOVE flying. I’m a pilot, you know! I just don’t like riding malfunctioning death platforms!”

The Membranes let out a chittering laugh, and ushered the group inside. Hops put down Snowball and followed after the others.

Rijin flew up to Hops. “You did not die a horrible death! I am pleased!”

Vishkesh laughed. “Me too!”

They travelled down winding hallways and came to a large central chamber that held a massive table surrounded by chairs. A collection of five Membranes dressed in elaborate clothing sat in the chairs chatting amongst themselves. At the sight of the group they regarded the PCs with their shimmering, multifaceted eyes. They stood, bowed to the group, and then gestured for them to approach. Klarima and the guards bowed in return, so Aya, Tucker, Hops and Vishkesh did the same.

“I cannot bow!” Rijin exclaimed happily. “I do not possess a waist!”

Snowball twitched its nose.

Klarima introduced the group and everyone took a seat at the table.

“Do all of your people look like you?” one of the Most Elevated asked.

Vishkesh shook his head. “Oh, we are not all of the same people at all! I am shirren, Hops and Tucker are ysoki, and Aya is kasathan. Snowball and Rijin here are drones created by myself and Hops.”

“I see!” Another nodded. “And all of your people are Husks?” the same Membrane asked.

“It is unfortunate your servants seem so small.” another added, clearly referring to the robots in the group.

Hops crinkled her nose. “We’re not Husks. We’re all different races from different worlds.”

“But you cannot fly?” One of the Most Elevated pointed out. “So you are Husks.”

“Other worlds?” Another asked. “You are referring to other cities on the far side of Elytrio?”

Aya shook her head. “We are not, Most Elevated. We come from outer space. The skies.” She paused a moment and added, “At night the stars shine brightly. Yes? If you were to travel to those stars, each is a sun, like the one you have here. Many of those suns are surrounded by other planets — worlds like Elytrio, but different. Some of those planets bear life, and others do not. Each of us comes from a different planet in space. Our galaxy is known as the Pact Worlds. It — “

Suddenly there was a chiming of bells. The Most Elevated clapped their hands.

“Yes, yes, I see,” replied one of the Most Elevated. They seemed unsurprised at such talk. “Dinner is served!”

Klarima smiles. “You are in for a real treat, my friends! It feels like ages since I have had a proper meal!”

Hover drones flew into the room from hidden hatches and placed ceramic bowls and a flat, stick-like utensil at every spot at the table. Others came out and squirted a serving of thick tan liquid filled with chunks of…. something. It smelt like smoke and cheese.

Rijin Jessica Madorran
Image discovered on Pinterest to represent Rijin in our home game. Art by Jessica Madorran. Check out her website for more information.

Rijin waves its hands at the hover drones. “Greetings friend robots! I am smiling in my heart! Pleasing to meet you!”

The hover drones didn’t respond, but that didn’t stop Rijin from speaking to/at them.

Some of the drones made an unappetizing sound when they served the food, while others flew irregularly. One of them missed a bowl completely and poured food all over the tabletop and Tuckers hand.

Klarima didn’t seem to notice. “This is called kahlgee! It’s delicious!”

The ghibrani all began to eat, while the Starfinders eyed the food suspiciously. Aya picked up her flat stick and used it as a spoon to scoop food up to her mouth (behind her mouth-mask). The others followed suit only to find the food was disgusting. Vishkesh ate it without complaint, Aya gagged but forced it down, Hops spit it out across the table in shock. Everyone turned to look at her. She chuckled nervously and tried to eat the rest of the food, which made her very ill. Still, she managed. Meanwhile Tucker spent the meal pretending to eat and subtly disposing of the food wherever he could without being caught. Halfway through the meal the lights flickered, and Tucker quickly dumped the rest of his food into another nearby bowl. Finished, he smiled brightly and began to chat with the other diners.

“That was lovely, thank you. Is there anything we can do to show our gratitude to you? Anything we can do to aid the ghibrani of Arkeost?” Tucker asked.

The Most Elevated laughed in unison. “We thank you for your generosity, but nothing is wrong here. Nothing needs to be done. We require no aid. Life in Arkeost is perfect.”

Tucker raised an eyebrows. “I see… Those power disruptions. The… uh… flickering lights and malfunctioning drones. Do those happen often?”

“Oh, there is no need to worry,” one of the Most Elevated replied. “The Mainframe acts up on occasion, but it always self-corrects in a few seconds.” They seemed unconcerned.

“I see. May I hear more about the Mainframe? We’re all fascinated with technology.” Tucker added with a smile. Perhaps the ghibrani could become allies of the Starfinders if Tucker and the team were able to repair their power grid.

“The Mainframe is located at the outskirts of the city. It was constructed by our ancestors to provide continuous power to Arkeost, and to house the many servants that cater to our whims.” One of the most Elevated gestures to a nearby robot. “Unfortunately I know no more of it than that. It is taboo for ghibranis to enter the area of the city where it is housed.”

“You’re not allowed to access your city’s own Mainframe? Uh… Aren’t you concerned about that? Who maintains it?” Tucker asked in surprise.

“The servants, of course.” Another answered happily. Clearly they were not concerned.

“I think that your servants could use a bit of help.” Tucker remarked with a smile. “May we visit the Mainframe ourselves to assist them? We are not ghibrani.”

The Most Elevated shook its head. “You clearly are Husks…”

The dinner bell sounded again. A flurry of hover drones flew out of the wall and set the table again — right on top of old dishes and uneaten food. A moment later a second  set of drones flew out of the walls and poured more kahlgee into the bowls. The table was a massive mess. The drones flew back into the walls.

The Most Elevated clacked their mandibles serenely as if nothing was amiss. No one moved to eat a second helping.

“I’m sure the cleaning servants will be along any minute…” Klarima pointed out.

“About that Mainframe,” Tucker prodded.

One of the Most Elevated nodded its head vigorously. “You may be Husks but, as you say, you are not ghibrani Husks.” The others considered this. Without waiting for their response, the speaker continued, “It is not taboo for you. You may view the grandeur of our glorious Mainframe for yourselves.” He gave the group directions.

Tucker smiled. “Thanks. We’d like to head there soon, if you don’t mind.” He dreaded the thought of dessert.

The Most Elevated smiled. “Klarima will show you the way. Farewell.”

And with that, the Starfinders quickly left the messy, smelly table behind and hurried back out to the hover disks.

Hops groaned. “Not this again! Auw… When we get back to Absalom Station I need to invest in some jump jets!”

Vishkesh smiled. “I hope you do not fall to your doom!” He looked at the disks. “Hmm… Decisions, decisions… I will select… this one!” He squealed in delight. “I hope it is stable!”

My kids had great fun interacting with the Membranes. They tried their best to think of sneaky ways to avoid eating the kahlgee without offending their hosts. I found their attempts at conversation a blast. It was so fun watching them try to figure out how to explain things to the Membranes without being offended. Particularly when the Membranes didn’t seem to get the point. My daughter crossed her arms and scrunched up her nose every time someone called her a Husk, but couldn’t quite think of an argument that proved she wasn’t one. And those hover disks? They were so excited at first, but on the way back? Ha! They were  terrified of stepping back on those things. It was hilarious. We had a blast.

The group descended down to ground level, then Klarima guided them through the city. The Starfinders examined the city as they travelled, and spoke with the locals. By the time they reached the edge of the city the streets and buildings were in much worse repair. The building was small and squat, but a constant stream of drones of all kinds moved in and out of the building. Massive signs reading “TABOO!” “NO ENTRY!” and “Off limits to ghibrani!” were hung all around the building.

Klarima waved farewell to the Starfinders. “I will wait out here for you.”

The Starfinders headed inside and were greeted by a series of ramps that descended down into the earth in a wide spiral, like a parking garage — although instead of storing vehicles it stored drones. They turned on the flashlights built into their armour and headed down the ramps. Eventually they reached a hallway different than the others. They headed inside and found themselves in a white plastic room lit by incredibly bright lights. The group filed in and looked around. Fans spun overhead, and a series of coveralls lined one wall.

Hops eyed the coveralls. “Should we be wearing those?”

Tucker shrugged. “It couldn’t hurt.”

Aya nodded. “I recommend it, if you can.”

Hops and Tucker put on coveralls, although they were too small for Vishkesh and Aya. Vishkesh squished himself into a pair, but Aya refrained. Together they approached a nearby door. Aya moved to open it and was electrocuted. She grunted in pain and surprise.

“Oh, dear! That looked painful!” Vishkesh happily pointed out.

“Whoah!” Tucker exclaimed. “I… didn’t expect that. Sorry.” He turned to the door and pulled out a series of tools and gadgets from his backpack. “I’ve got this.” As he worked he told the others, “Nobody touch anything unless I give the go ahead. There might be more traps or malfunctioning systems in here.”

Aya drew herself up to standing. “Agreed.”

“Is that maybe why this place is taboo?” Hops wondered aloud. “Because it’s dangerous?”

Aya considered this. “It is possible. Or, perhaps the city’s builders wanted to prevent meddling.”

“It is possible,” Hops mimicked. Aya didn’t seem to mind.

With a swoosh, the door slid open. Tucker put away his tools and led the way inside the next room. It’s walls were also made of plastic, and it’s entire floor was a bright light. Four pillars covered in circuitry and four waist-high generators circled the centre of the room. One of the generators was surrounded by flashing red lights, clearly showing it was in need of repairs.

Tucker led the group inside and began to look around for traps and hazards. Suddenly panels on the walls slid open and  a trio of robots that looked like a mix between Husk and Membrane ghibrani stepped into the room.

PZO7403
We used the awesome robot pawns from theAlien Archive Pawn Box  during this battle!

“Restricted area!” The robot announced. “Leave immediately or be terminated!”

Despite the warning, the robot did not wait for the group to leave. Instead, it shot laser beams out of its eyes right at them.

“Eeek!” Hops shrieked.

“Engage!” Aya ordered.

“You don’t have to tell me twice!” Tucker exclaimed. He dove across the room and fired his laser pistol at the nearest robot. “BOOM!”

 “Rijin!” Vishkesh commanded. “Battle mode!”

“Yes, sir! I will happily assault my fellow robots on your behalf!” Rijin replied. He pulled out his flare gun and aimed it at a robot. “Pew pew!” he called out as he fired the flare.

Rijin examined his guns. “Decisions, decisions… This feels like a — “

A laser beam zipped past his head and nearly singed an antenna. “Yup! Laser pistol it is!” He drew and fired his pistol at the robots. “I adore my flame thrower, but I do not want to cause unnecessary harm to the room’s generators!”

“Get behind me Snowball!” Hops exclaimed as she fired off energy rays at the robots.

Aya strode into honourable melee combat with her combat staff.

Once again, this battle was short but painful! Aya used up nearly all of her magic on healing spells for the group. Once the battle was over they took a ten minute break to rest and recuperate, then Aya finished healing the group with her magic. Meanwhile, Vishkesh, Rijin, and Tucker got to work repairing the generators, and Hops ran a diagnostics check and fixed some faulty programming. As the red lights stopped flashing, the group smiled.

“Well, that should stop the power fluctuations,” Tucker remarked.

Vishkesh smiles happily. “Joyous news!”

“High five’s team!” Rijin exclaimed. “Although my hand appendages only possess three digits!”

When they were done the group moved on, heading over to another nearby door. Tucker checked it out and decided it looked safe. They headed inside and found the room full of computer servers. They looked around, then approached the access terminal. Hops clicked away for a while and gained access to the mainframe.

“Oh, wow!” Hops exclaimed. “I thought this would control the mainframe, but it’s… like… everything! It looks like a long time ago they took all the information from the local databases and transferred them here. Some of its classified. Information from past leaders and stuff…” Hops began to sift through the data, and transferred all the important information about Elytrio and it’s society to Snowball — who was a walking computer.

As she read, she frowned. “Oh my… Uh… Well, some of this we guessed already. Elytrio used to have a variety of ecosystems until it was ravaged by nuclear war a few years after the Gap. There were a lot of different ghibrani nations up until then, and it looks like this city is the only place that survived the devastation. Lots of people died.” Hops shook her head sadly. “They used to worship Damoritosh. Before the war they managed to achieve orbital flight and built some stuff on their moons, but never actually got into outer space. Hmm… Looks like they anticipated a lot of trouble with keeping the population in Arkeost fed…. Something about automation… and…. Oh, my….”

Hops pressed a button and a video clip played on the screen. It showed a ghibrani who displayed features of both Husks and Membranes dressed in fine clothes. “…without a doubt food will runout before the end of one hundred years. As such, we have decided to enact protocol Exodus…” the video glitches before continuing. “…purposefully engineer several disasters to befall the surviving population. Rumours will be seeded throughout the lower and middle quarters that an angry Damoritosh was responsible for this ‘divine punishment.’ Select personnel, officers and delegates will know this to be false. Such agents will work to spread the creation of a false deity we’re going to call ‘Mother Touloo” who will promise salvation to those ghibrani who give up the comforts of civilization and head out into the wastes. One of our eldest — Most Elevated Gaulwen — is ill. He will serve as the leader of this false faith and lead a sizeable contingent of ghibrani’s into the wastelands. They will die, of course, but the leaders of Arkeost, our most trusted advisors, government officials, and military personnel, along with our closest friends and family, will remain behind…” the video glitches again. “Thus ensuring the continued survival of the great ghibrani people. Long live Arkeost. Praise Damoritosh. The war will be won.”

The video fell silent.

My daughter looked thoughtful. “Huh.”

My son shook his head. “So… they made up a fake god and tricked people into leaving their city? But the people who left became the Husks, right? The didn’t all die. Some lived.”

I nodded. “And the people who stayed in Arkeost became the Membranes. They also lived.”

My son shook his head again. “They were so… MEAN.”

I nodded noncommittally. This is the kind of thing I prefer to let my kids puzzle out and form an opinion of themselves, before throwing my two cents in there.

My daughter shrugged. “At least some people lived. Maybe they would all be dead if they didn’t do that.”

“But… They thought the Husks would DIE! I love the Husks!” My son replied.

“Wait.” My daughter said. “Does this mean the Membranes are bad?”

I shrugged. “What do you think?”

They thought. My daughter eventually said, “I will use my computers to see what happened after that stuff. When this mean guy was going to die or something.”

Hops sifted through the datalogs and eventually found some more videos and reports. Turns out only select personnel were told that Mother Touloo was fake. The remaining ghibrani held a ceremony bidding those who left farewell, then continued on with their lives. They completed automation on the city, ensuring that they and their descendants would live a life of leisure for centuries to come. A few decades later it became clear that some ghibrani has survived the wastes. The leaders of Arkeost publicly called this a blessing, but warned their people to stay clear of them and their strange religion. They had ordered all data of the past be transferred to the central mainframe and, as those ghibrani who created Mother Touloo neared the end of their lives, they closed off the Mainframe to prevent any of their fellows from learning the truth of Mother Touloo. Such knowledge could be dangerous.

My kids thought some more.

“Well… it is not really the fault of the Membranes that are left… Their grandparents and stuff were the mean ones….”

My kids thought some more. Their characters gathered all the information they could, and then left the Mainframe, locking it up behind them. Back outside, they found Klarima.

“How was it?” she asked.

“We learned much,” Aya replied.

“And we fixed the power fluctuations!” Vishkesh added helpfully.

My kids looked at each other.

“Are you going to tell anyone in Arkeost about Mother Touloo?” I asked them.

My kids shook their heads.

“What about the Husks? Will you tell them the truth?”

My kids shook their heads.

“Doing so might cause a war.” My husband pointed out. “But, they also deserve to know.”

My kids thought some more. They shook their heads.

“You’re keeping it quiet?” I confirmed.

They nodded.

The Starfinders returned to the centre of Arkeost and spent the night among the Membranes. The next day they left the city, with Klarima at their sides in order to access the forcefield.

“Something happened in the Mainframe,” Klarima pointed out. “I can feel it. You are burdened.”

My kids (and their characters) fell into guilty silence.

Aya stepped forward. “We learned much. Not all was good. But, it is the past. We would prefer not to dredge it back up. Divisions and anger can help neither Husk, nor Membrane at this stage.”

Klarima thought on this. “We have plenty, and they have nothing. But, I wonder who is better off. After seeing the Husks…. They can care for themselves. Membranes cannot.” She drifted off into silence. “Arkeost is great. I wish the Husks would accept its wonders. But then, I suppose their Mother would no longer protect them.” She shrugged. “I wish I could help them both.” With a clack of her mandibles she held out her hands in farewell. “It was a pleasure to meet you. I hope you enjoy your other worlds.”

“You should come with us!” Hops exclaimed.

My son grinned. “Yeah!” Vishkesh announced. “Come fly on our starship with us. You can join the Starfinders and see the galaxy! Maybe you’ll learn something helpful. That can help all ghibrani.”

Klarima clapped her hands. “Really? You would take me with you? Oh, I would love to!”

The Starfinders and Klarima, travelled to Infinity and headed back out into the Vast. They taught Klarima all they could — minus the history of her people — and soon returned to Absalom Station. Venture-Captain Arvin asked for a report, which they gave honestly. They provided him all the information they had learned from the Mainframe about Elytrio, it’s ruins, and history — including about Mother Touloo. Then they spoke of the cultures of the Husks and Membranes. Lastly, they told Arvin all about Klarima and the other friends they had made.

“You faced a difficult decision,” he pointed out. He made no comment on whether he agreed with their actions. “I will enter Klarima into training shortly.” After a pause, he smiled, “You did your friends from the Unbounded Wayfarer proud. I’ll contact you when the next expedition is ready to begin.”

The Starfinders fetched Klarima and brought her to see Arvin. Then they headed out into Absalom Station to recover from their adventures.


My kids had a ton of fun in this adventure. They loved interacting with the Husks and Membranes, enjoyed the starship combat against foes they didn’t have to feel bad about shooting, and made tough decisions that could affect the future of their new friends.

I can’t wait until they head back to Elytrio. We’re definitely going to play Starfinder Society Scenario #1-21: Yesteryear’s Sorrow when they’re high enough level. We’re also going to keep going on exploratory missions (which they’ll have discovered thanks to their friends on the Unbounded Wayfarer). Scenario #1-12: Ashes of Discovery and Scenario #1-08: Sanctuary of Drowned Delight are a shoe in for sure! But, before that, we’re going to go for a change of pace and explore Absalom Station. And what better way to do that than with a visit from their old friend Julzakama? Oh, yes! We’re going to play Scenario #1-10: The Half-Alive Streets!

Bring out your dead!

I can’t wait.

Jessica

Rabbit d20
Art by my husband, for my daughter. Because even rabbits need a good d20.

 

Ch-ch-ch-CHANGES! (August News)

Well, it’s official! Season Nine: Year of Factions’ Favour has come to an end, and the Pathfinder Society has launched Season 10: Year of the Ten. Faction Cards have been updated, and the newest edition of the Pathfinder Society Roleplaying Guild Guide has been released. If you don’t have the newly updated versions of these documents then I highly recommend you head on over to Paizo’s website and give them a download. They’re free.

In other news, Gameday VII is underway. This means that my family is enjoying the chance to play in a bunch of new Pathfinder Society Scenarios online via play-by-post. There is a HUGE number of games scheduled to start now. That includes playing in the Pathfinder Society, Pathfinder Society Core, Pathfinder Society Adventure Card Game, Pathfinder Society Playtest and the Starfinder Society! In addition, they’re running the Pathfinder Society Scenario #8-99: Solstice Scar Special and Starfinder Society: #1-99: Scoured Stars Invasion Special as we speak. More games are slated to start in October. That’s also when Pathfinder Society Scenario #9-00: Assault on Absalom Special will run. Although it’s likely too late to join any of August’s games, there’s still plenty of time to sign up for October’s. That said, many games are full already, so I wouldn’t dawdle much longer if you want to get into a game! Haha.

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First Seeker Jadnura. Art by Graey Erb for Starfinder.

For those of you who don’t know, the Scoured Stars Invasion special also brought with it the introduction of a new faction: Second Seekers (Jadnura). Who the heck is Jadnura? Jadnura is the First Seeker who led the Starfinders into the Scoured Stars system. That’s right. He’s the kasatha who got everyone stuck and lost in an event now known as the Scoured Stars Incident. So why would you still follow this guy when Luwazi Elsebo is the current First Seeker? For starters, it lets you make a character who was a loyal Starfinder before the advent of the Scoured Stars Incident. You can be the guy left behind, whose still loyal to a leader no longer present. Second? Well, the special is called the Scoured Stars Invasion, and it’s main purpose is to enter the Scoured Stars System and rescue as many lost agents as you can. I suppose some might call that a spoiler, but honestly, it’s obviously the point of the scenario right from the first few sentences of playing. Why else go there? Want more details? I can’t give them to you! Haha. I’m currently playing this scenario for Gameday VII and don’t know how it ends. If you want more information (and some spoilers) feel free to check out Paizo’s blog post on First Seeker Jadnura here.

GrandLodgeSymbol
The Sigil of the Open Road, logo of the Pathfinder Society.

So what the heck is Season Ten: Year of the Ten all about, anyway? Judging by the title, something to do with the Decemvirate. But what? It’s been hinted that it has something to do with the infamous Grandmaster Torch, and that some of the Decemvirate might find their anonymity threatened and their mysteries unveiled. Interestingly, most of the missions this season will revolve around the Hao Jin Tapestry. For those of you who don’t know, the Hao Jin Tapestry is a literal tapestry that leads to a demiplane which contains mysteries, relics, ruins and other places collected by the wizard Hao Jin. This object was acquired by the Pathfinder Society way back in Season Three and has been a source of tons of adventures. It’s also been harnessed by the Pathfinders in order to allow their agents to travel the world quickly and efficiently. This season the Hao Jin Tapestry is beginning to unravel and, if we can’t fix it, it’ll dump everything inside it into the Astral Plane. An unfortunate event for not only the Pathfinder Society, but also all the people and creatures who still live inside the demiplane itself. Unfortunately, you can bet that fixing it won’t be as easy as just casting mending. I’m sure there’s plenty of adventure involved! There’s a few other things that have been revealed to be a part of this season. There’s plenty of relics related to the lich Tar Baphon that will be surfacing. There’s also a demon who wants to utilize the Worldwound’s collapse to launch his apotheosis into full demon lord. Pretty nifty! I think I’m most excited for the missions involving Grandmaster Torch, but hey, I’m biased! I’m also excited to learn more about Tar Baphon. I love a good (BAD) lich!

Pathfinder Playtest Rulebook
Pathfinder Playtest Rulebook

There’s a few more exciting things going on around my house right now. My daughter’s begun work on creating her second Pathfinder Playtest character so that we can continue with our Doomsday Dawn Playtest. She’s decided to make a gnome fighter who wields an absurdly large sword. She’s very excited to be the melee character for a change.

My family and I entered a contest a week or so ago. Hosted by the overly generous Hmm on Paizo’s message boards, she was going to give away all the boons necessary to create a mermaid in PFS play. There were a few ways to enter — for yourself with a mermaid character concept, for a group of friends with a team created from the other boons she was giving away, or by nominating someone else who you thought deserved to win. Now, when we play in the Pathfinder Society, the question my kids ask me most often is:

“Mom, why can’t I be any race I want?”

Unfortunately, at the ages of six and seven, the idea of holding out for race boons is absurd. Haha. The follow up question I most often get after any explanation I can concoct is:

“Yeah. But WHY?”

So, as soon as I read the contest I told my family about it. My kids were jumping up and down in joy. They spend that night brainstorming, and spent the next day planning their characters while I madly tried to keep up with them. And then we got to the end. They were ready! Sort of. For bonus points you could also write a song.

….yup. A song.

Not my forte. My son wanted to add jokes into the song, and my daughter wanted it to have a lot of animal sounds (since we were nearly all animal people of one kind or another).

It was… hard. Haha.

But, in the end we handed in our entry with pride. So what was it?

My family and I wanted to make a quartet of characters who are (and were) universally considered outcasts among their people and Golarion at large. They’re weird, and different. But what’s strange for one culture isn’t strange for others, and it’s those very oddities that the others embraced and connected with. After all, who cares if the vanara has unnaturally large eyes, if he’s hanging out with a grippli? These guys are friends, companions, and (in many ways) family. They don’t have the same interests, and they don’t always get along. But, hey? What family does?

My daughter made an energetic poisonous grippli, my son made an eco-conscious vanara with a stumpy tail who has hair growth issues, my husband made a ratfolk who chews on everything (including magical objects), and I made an overly adventurous aquatic elf whose curiosity got her abandoned on the surface. Together, these quirky characters would do… stuff!

Just the other day the winners were announced. There were a ton of great ones. And some of the songs were awesome! Hmm ended up giving out boons to winners of each category, which is incredibly generous! We won in the ‘buddies’ category, and my kids have been hard at work ever since, plotting out their character mechanics. We were lucky enough that a fellow play-by-poster offered to run us through our group’s first PFS scenario together, so once everyone is ready and formatted for online play we’ll be starting Heroes for Highdelve! My daughter got to work first and is almost done. She’s thrilled!

We’ll post more about these lovable weirdos once they’re ready for a game. One thing’s for certain: they’re going to be the most eccentric group of characters we’ve ever made! (And that’s saying something…)

Now it’s time to say goodbye,

Or, more accurately: ‘Now it’s time to get to work on my next article.’

Season 10, here we come!

Jessica

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New Starfinder Society Scenarios: Duskmire Accord 9 & Yesteryear’s Sorrow

We’ve looked a lot at the Pathfinder Playtest lately, but today we’re changing gears.  We’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and will 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!

DUskmire Accor 9 Starfinder 1-22Scenario #1-20: Duskmire Accord 9 is a Tier 1-4 adventure written by Brian Duckwitz. It takes place on Salvation’s End, which is an artificial moon that was previously visited in Starfinder Society #1-00: Claim to Salvation and Starfinder Society #1-09: Live Exploration Extreme! Those of you who have the ‘Claimant to Salvation’ boon from 1-00 should definitely slot it for this one.  This scenario features no special tags and does not involve starship combat. It uses Pathfinder Flip-Mat Classics: Swamp twice, and Pathfinder Flip-Mat: Hamlet once. It also uses a custom map of the terrain (though it won’t be needed for tactical movement). In addition to the Starfinder Core Rulebook, this scenario makes use of the Alien Archive, although all the necessary stat blocks are included in this scenario.

For those of you who don’t yet know, Salvation’s End is filled with a bunch of automatically-controlled simulations and experiments, each run in an individual self-contained area called a ‘vault.’ Duskmire Accord 9 tasks your team of Starfinders with exploring one such vault called ‘Duskmire Accord.’ Your mission is to determine the source of its power and give it a look see. It’s a fun romp that will take cunning, diplomacy, and tact to accomplish — or not! There’s more than one way to accomplish your mission, and I’m very curious to hear what methods see the most play. There’s a wonderful cast of side characters in this one, from the new drow Venture-Captain Kunoris Vex (the Starfinder in charge of the new Lodge at Salvation’s End), straight through to all of the residents of the vault. It’s a great change of pace from both of the scenarios that came before it in this location. I don’t want to spoil too much about the residents of the vault, but I can say I loved all of them.   And the art for the ghost of the swamp?! SPECTACULAR! The boons are flavourful and fun, but not amazing. Overall I really enjoyed this scenario. I took me a long time to decide if I would give this four or five stars, but in the end I decided to give it five out of five. It’s not over-the-top-awesome like some of the others I’ve given five stars, but I think the interesting, fun social encounters, and the quirky cast of characters will really make it a joy to play. I give this scenario five out of five stars.

sfs 1-20 - duskmire accord - sparklemane - graey erb
Sparklemane from SFS #1-20: Duskmire Accord 9. Illustrated by Graey Erb. Art courtesy of Paizo Inc.

Yesteryear's Sorrow Starfinder 1-21Scenario #1-21: Yesteryear’s Sorrow is a Tier 3-6 adventure written by Jason Keeley. It takes place on the planet of Elytrio, homeworld of the ghibrani, who were previously introduced in Scenario #1-03: Yesteryear’s Truth (and Dead Suns: Book 5 of 6: The Thirteenth Gate). There you will investigate an abandoned military bunker in order to salvage armaments for the Exo-Guardians. I highly recommend playing through Yesteryear’s Truth before playing Yesteryear’s Sorrow. It will be infinitely more interesting if you have. If you’ve got the ‘Friends of the Ghibrani’ boon you should definitely slot it! This scenario features the Faction (Exo-Guardian) tag and does not involve starship combat. It makes use of two custom maps, and has a lot of unmapped areas (although all of the area that will feature battle are mapped). In addition to the Starfinder Core Rulebook this scenario makes use of content from Dead Suns: Book 5 of 6: The Thirteenth Gate, although all the necessary information from that adventure is included in this scenario. This scenario features a few recurring characters including Zigvigix, leader of the Exo-Guardians, whom you meet in ‘the Nest’, the base of the Exo-Guardians that will be familiar to players of #1-01: The Commencement. In addition, your players will be escorted to their destination by a local guide — either the Husk Dystane, or the Membrane Klarima. Both of these characters are originally from Yesteryear’s Truth, and which one joins you will depend on who your player’s befriended in that previous scenario. Both guides have different skills, benefits, and tactics, which is really nice to see. As for new characters? I ADORE the new fey that was introduced in this scenario. The art for this guy is wonderful. There’s an intriguing social encounter right near the beginning which you can choose to get involved in (or not). This encounter teases events that will be occurring during the upcoming Against the Aeon Throne Adventure Path (which begins with Against the Aeon Throne: Book 1: The Reach of Empire) and will hopefully lead to further Starfinder Society Scenarios involving the Azlanti Star Empire (a girl can hope!). This scenario featured nice ecological information on all of its enemies and hazards, which I always enjoy and gives GMs something interesting to tell their knowledgable players. The location explored in this scenario is very, very, large, and although lots of areas are thoroughly detailed, others are entire floors summarized by a single sentence. Due to the length of Society Scenarios, striking the right balance between detail and brevity in important and unimportant areas is difficult to say the least. Sometimes it works, and sometimes it doesn’t. I thought that this scenario did a wonderful job of finding that sweet spot. The location felt vast, without feeling rushed or skimmed over. Obtaining your objective is both challenging and fun. There’s a wonderful selection of player handouts which will be of particular interest to those of you who have played through Yesteryear’s Truth. This scenario also did a wonderful job of slowly cultivating a spooky atmosphere, closer to the end. Overall, I give it four out of five stars.

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Nighthopper from SFS #1-21: Yesteryear’s Sorrow. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.

Thanks for joining us today! We’ll see you next time when we talk about the new Pathfinder Society Scenarios that are out, and the beginning of Season Ten!

Until then,
Jessica

New Starfinder Society Scenarios: The Blackmoon Survey and To Conquer the Dragon!

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!

PZOSFS0118E
Starfinder Society Scenario #1-18, The Blackmoon Survey.

Scenario #1-18: The Blackmoon Survey is a Tier 1-4 adventure written by Jesse Benner. It takes place on Eox, a planet with a thin and toxic atmosphere that is run and populated by undead. More specifically it stops in the city of Zinhew, before heading out to the Blackmoon excavation site, and into the barren wastes of the planet. GMs will need to familiarize themselves with the poison rules, while players will need to ensure they have armour, which can protect them from many of the environmental hazards of Eox. This scenario has no tags and does not feature starship combat. Although it is influenced by Scenario #1-09: Live Exploration Extreme!, there are no mechanical advantages to bringing a character along who has played that scenario, nor are there any boons you should specifically slot. You do not need to play Live Exploration Extreme before playing The Blackmoon Survey. This scenario utilizes two custom maps, and has a third encounter area that has no map provided at all. In addition to the Starfinder Core Rulebook, it makes use of content from the Alien Archive and Pact Worlds. All the necessary information from these two extra sourcebooks is included in the scenario. This scenario features Venture-Captain Arvin, and introduces a few new characters, most notably the Starfinder Taylehm (a kasatha borai), and the contracted ‘dirt boss’ Berchta Deepdelver (a vesk mechanic with awesome horns) and her drone Digger.

sfs 1-18 - blackmoon survey - boroi - taylehm - graey erb
Taylehm the boroi kasatha from SFS 1-18 – Blackmoon Survey. Illustrated by Graey Erb. Art courtesy of Paizo Inc.

Recent events have caused the Bone Sages of Eox (their ruling elite) to contract excavation rights on different parts of Blackmoon mountain to different agencies, one of which is the Starfinder Society. This is an incredible opportunity for the Society, both to expand it’s influence on Eox, but also because the site is so famous. It draws publicity in addition to the knowledge that could be gleaned from the location. Unfortunately, the Starfinder excavation has run into some trouble. Starfinders have gone missing, undead labourers have been destroyed, and a few living souls have also turned up dead. Your player’s job is to head to the site, discover what’s causing the disruption, and put an end to it. In addition, they need to ensure they don’t do anything to tick off the Bone Sages. This excavation is very important to the Society, and it needs to return to productivity as soon as possible. The scenario makes excellent use of Pact Worlds history and current politics, which I thought was wonderful. Not only does it involve the history of Eox, but it also touches on the history of the Diaspora, Damiar, Iovo, as well as the Magefire Rebellion of 7AG, and the Thousand Moons trap. Although learning this history and background information isn’t necessary, knowledgable PCs will get extra enjoyment from doing so. It’s a great scenario to crack out your know-it-alls! The mystery and investigation itself has multiple avenues of inquiry, and accounts for a wide array of skills that can be used to gain information. Players who find themselves stumped need not worry, as the scenario keeps moving even if you’re stuck. That said, uncovering as much as you can has benefits, so good investigation is rewarded. It provides some unique roleplaying encounters, mechanically interesting battles, and environmental hazards. One of these battles could be particularly challenging for some groups, so I’m curious how it will turn out in play. This scenario also strongly gives the PCs agency. There are multiple resolutions to this adventure, and your actions have a direct impact on which boons you receive and how various groups perceive you and the Starfinder Society as a whole. All in all, this scenario looks like a ton of fun! I can’t wait to play it. I give this scenario four out of five stars.

Starfinder Society Scenatio 1 - 19 To Conquer the Dragon
Starfinder Society Scenario #1-19, To Conquer the Dragon.

Scenario #1-19: To Conquer the Dragon is a Tier 5-8 adventure written by Matt Duval. It takes place on the planet of Triaxus, in both the city of Cumo, and the Parapet Mountains. This scenario features the starship tag and involves a very tricky starship battle. It is directly influenced by events in Scenario #1-13: On the Trail of History, and I HIGHLY recommend playing the same character through both of those scenarios. It makes use of the Starfinder Flip-Mat: Urban Sprawl, Starfinder Flip-Mat: Basic Starfield, and a custom map. In addition to the Starfinder Core Rulebook, this scenario makes use of content from the Alien Archive and Pact Worlds. All the necessary information from these two extra sourcebooks is included in the scenario. This scenario is the third appearance of the bleachling gnome, Venture-Captain Naiaj, who previously appeared in Scenario #1-05: The First Mandate, and Scenario #1-06: A Night in Nightarch. It also introduces a wonderful new Starfinder, Zafeldrin, a brass dragon who gives your players a bit of a hard time upon their arrival. He’s delightful! If your characters have access to any unique ships via their boons this is a great scenario to slot them in.

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Zafeldrin the brass dragon Venture-Captain from SFS 1-19: To Conquer the Dragon. Illustrated by Graey Erb. Art courtesy of Paizo Inc.

To Conquer the Dragon sends your players to Triaxus for the grand opening of the White Sands Starfinder Lodge! This new lodge is located between the Drakelands and the Allied Territories, and its opening is a huge win for the Society! Your job is to get there, ensure the gala goes off without a hitch, and impress the many dignitaries that will be in attendance. Sound a little familiar? Yeah, it’s premise is a bit like #1-05: The First Mandate, which worried me a bit. You attend a gala and try to impress some guests. It gets violent. That said, this scenario is full of surprises, and didn’t go as I expected. You get to spend a lot of effort on patrolling and defending the gala, which can allow you to do some pretty helpful pre-emptive things which affect this adventure’s outcome and how the Starfinder Society is perceived on Triaxus. The attack is certainly different than I expected it to be, and the sections of the adventure that follows are unique. The starship battle is a bit tricky and can really benefit from an awesome science officer, which is great to see. There’s a lot of fun social encounters, but honestly, where I think this scenario can most shine is its villain. She’s unique, driven, and has a grudge out for anyone whose played #1-13. This is personal, and she ensures your players know it. Of all the enemies I’ve seen so far in the Starfinder Society, she is BY FAR my favourite, and the most memorable. I highly recommend GMs play up this fierce opponent as much as possible! All in all, I think this is a great (but very dense) scenario, that suffers a bit from its similarity to The First Mandate. That said, it’s considerably different, and makes excellent use of its side characters and main villain. Overall, I give it three out of five stars, (although its villain nearly pushed the rating up to four out of five).

Thanks for joining us today! We’ll see you again later this week when we take a look at the new Pathfinder Society Scenarios!

See you in the Drift!

Jessica

 

Skitter Shot

Welcome, welcome, gather round! Need a hand? Today there’s plenty of furry hands just itching for a chance to be helpful! Curious what’s up?

Skittermanders.

For this year’s Free RPG day, Paizo released a wonderful Starfinder module entitled Skitter Shot. This adventure is written by Jason Keeley and is intended for a group of four level two characters. Each player gets to select one of four pre-made skittermanders and get helping! My family and I were incredibly excited to give this adventure a whirl, so I gave it a quick read and within a day we settled in to play.


The first job? Picking your character! There are four up for offer, and each of them is a member of the Clutch, a salvage ship run by a vesk named Nakonechkin, whose entire crew are fluffy, manic little skittermanders. First up, Dakoyo, a purple furred priest mystic, worshipper of Ibra, and the ship’s doctor. Dakoyo is obsessed with learning about ancient forms of medicine, and is pretty sure life before the advent of modern medicine must have been horribly stinky and disease ridden! My husband took on the task of playing this contemplative fellow. Up next is Gazigaz, a green furred xenoseeker envoy who loves nothing more than being helpful and making friends. In fact, he grooms himself constantly, in an effort to always look his best. Even when under attack he’s prone to make excuses for his attackers. Perhaps they had a bad life? No choice? They’re just confused! We can still be friends!? Right? My son happily took on the role of this chipper, friendly guy. The third skittermander is a red furred, female spacefarer soldier named Nako. She idolizes their captain, Nakonechkin, and even took his name as her own. She fights with a doshko and is the most battle-minded of the skittermanders. Nako wears her hair in a big braid on the top of her head, and enjoys playing her exotic finger drums (which are sized for someone much larger than she is, so she wears them around her forearm). My daughter happily picked Nako (she picked first). Lastly, there’s Quonx. Quonx is a blue furred scholar mechanic who loves to fix things. Everything. Machines, computers, wounds, and even reality. Or, at least, she’s trying to fix reality. Her tools don’t really work yet… But… Theoretically, if it did work, she could fix things! This messy but well-meaning skittermander was my favourite of the four, so I was thrilled to play as the delightful Quonx.

With our character selections made, it was time to get rolling! The adventure started innocently enough. Your salvage ship discovered a cruise liner aimlessly drifting through the Vast. Initial scans show no signs of life, so Nakonechkin went aboard to check it out, leaving his helpful crew behind, with the promise not to ‘fix’ anything while he was gone.  But, it’s been a long time since then, and the skittermanders are restless. Deciding that their captain must be in trouble, my daughter (as Nako) ordered her crew to follow her! There was saving to be done!

“Whoah, whoah!” I made Quonx exclaim. “I can fix it! I’ll check the scanners!”

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Skitter Shot is a free download on Paizo’s website.

Unfortunately, I rolled horribly, and all we discovered was the location of their airlock. Armed with this imperative information the skittermanders turned on their armour’s protections and space walked over to the cruise liner. Unfortunately, Nako and Dakoyo spotted something strange coming right for us. Tiny meteorites! Quonx bravely tried to fix it with her quantum wrench, but alas! My wrench still couldn’t repair reality. Gazigaz (my son) and I got walloped pretty hard, but Dakoyo and Nako slipped by unharmed. Quonx opened the airlocks and we all slipped inside.

The cruise ship was fancy looking, and we immediately were greeted by some robots! Unfortunately, the robots thought we were pets, and tried to stuff us in cages. My kids thought this was HILARIOUS. Gazigaz tried to make friends with the confused robots, while Nako was offended, and pulled out her doshko to do battle! The robots proved little trouble, but Nako almost got shoved into a cage. My daughter was hopping around and shrieking in a panic every time the robots tried to lock her in.

As we left the broken robots behind, Quonx resisted the urge to fix them… But it was so hard! They needed it so bad! And think how much MORE amazing she could make them!

Dakoyo convinced the group to take a bit of a rest, and then they moved on, only to hear an announcement from the ship’s AI. It informed the passengers — wherever they were — that pets were on the loose, but they would be captured soon. Please inform your porters if you find one!

Quonx decided immediately that the AI was bonkers! Clearly it needed fixing! Joy!

Nako was pretty sure it needed smashing, while Dakoyo — the contemplative one — wondered where all the passengers were. Gazigaz was pretty sure that wherever the AI was, they would soon be great friends!

More importantly, where was Nakonechkin?

They hurried deeper onto the ship and discovered a room full of cool stuff! Holographic billiards tables, cards, and a dart board where Nako found a really fancy dart. After that they found a room full of hurt sick people who pointed guns at them! Wow! New friends!

Gazigaz put his stylish hair and pleasant words to the test, and convinced the dirty, scared people with guns (passengers) who were hiding in the dining room to not shoot them! Yay!

My son was very excited. Making friends is one of his very favourite things about d20 games. He was absolutely adorable, prancing around the table in excitement, and trying to learn everyone’s names and problems. They learned that the AI, M2, had gone crazy! In an effort to make the relaxing cruise much more relaxing, it altered their course to empty space, and started drugging people who caused trouble or were stressed. It even sent robots to attack them in an effort to force them into their rooms. Gazigaz was pretty sure that M2 only needed a friend, and Nako still said we should smash it. (My daughter was taking great glee in being the strong character for a change!).

Meanwhile, Dakoyo used his magical powers to heal a wounded man.

After learning a bit about they layout of the ship the helpful skittermanders continued on their quest for Nakonechkin!

As they entered what was supposed to be the observatory, they found the room unnaturally dark! They heard sounds in the dark, and soon little skittering, shadow bugs appeared! Nako sliced and diced with her doshko, while Gazigaz tried to befriend the bugs. Maybe they didn’t know any better?! Luckily, Quonx and Dakoyo realized that in the centre of the room was a tiny portal to the plane of shadow, which was being drawn in by some magical rocks around the room. Well, alright, there was more to it than that, but they knew explaining that to the others wouldn’t be worth their time. Quonx and Dakoyo worked together to deactivate the onyx shards and shut down the shadow portal, while Nako and Gazigaz battled against the bugs. After a bit of work, the observatory was saved! Quonx used her wrench to fix reality around the portal — but really it was Dakoyo using his mystic arts.

“Yeah! Fixed it!” Quonx exclaimed.

Leaving behind the observatory, the skittermanders hurried down the hall. Stairs were on their left, and ahead was the bridge, but to their right they heard a sound…

Nako gasped! (My daughter shrieked). “It’s Nakonechkin!” (Or rather, she tried to say Nakonechkin. It came out more like ‘Nakokochiky.’ I’m not sure why they decided to give the vesk such a long and tough to say name. We butchered it constantly during play. Haha!

The group bust into the room to find Nakonechkin relaxing at the spa! Or, was he relaxing? Why was he in pain?

Quonx knew what was up! “The robotic masseuse is massaging too hard! NO MEANS NO! I’ll fix it!”

Quonx leapt upon the robot and whipped out her tools — her proper ones, not the quantum reality spanner — and in no time flat she disabled the robotic massage arms and Nakonechkin was freed!

Nako helped Nakonechkin up while Dakoyo healed him.

Nakonechkin thanks his ‘little fuzzballs’ for helping him and gave them new orders: get to the bridge, shut down the psycho AI and take control of this ship. He was sure that the cruise line would pay good money to get this ship back — and some hush money for them to keep this debacle quiet! And with that, the skittermander’s brave and fearless captain… went back to the Clutch.

“Got it, Boss!” Nako exclaimed. Then she turned to boss around the rest of the crew. “You heard him! To the bridge!”

The door to the bridge was locked, but that was no trouble for Quonx, who had the door open in a jiffy. The group hurried inside only to find a dead crew member on the floor! Dakoyo went over to check on him while Quonx approached the computer consoles.

A moment later the crewman moved! Yay!

And bit Dakoyo in the face!

No!

The poor crewman looked like he had come into the bridge to try to shut down the AI and had been electrocuted! Oh, no! The shock messed with his augmentations and he arose as a cybernetic zombie! Double oh, no!

The zombie managed to deal a lot of damage to the little skittermanders when stuck in the close quarters of the bridge — particularly by shooting electricity from its arms! Poor Gazigaz’s hair was never the same after that…

But, in time, they poor crewman was defeated.

Gazigaz tried talking to the corpse. “I’m sorry we had to kill you, Mr. Deadman. Now that you’re not trying to kill us, did you want to be my friend?”

The crewman didn’t argue.

“Yay!” Gazigaz exclaimed. He shook the crewman’s hand ‘hello’ while Quonx tried to access the ship’s mainframe…. to no avail! The clever M2 had disabled these consoles. In order to access the ship’s mainframe and shut down the mad AI they would have to reboot the computer core (which was likely on the engineering deck!)

It was at this point that the calm, soothing voice of M2 came over the loudspeakers once more. She had decided that we were not, in fact, pets. We were rebellious intruders here to upset her passengers! We needed to be calmed! Preferably into unconsciousness!

Gazigaz tried to explain that we were only here to make friends, but M2 didn’t respond. The group of hyper skittermanders hurried down the stairwell to the lower level of the ship. There they found the crew and guest quarters, as well as a second airlock where baggage would have been loaded onto the ship.

As they investigated the various cabins Dakoyo noticed something strange… He felt a little sleepy… And what was that sound…? A quiet hiss..?

Poisonous gas was pouring into the rooms though the vents! That sneaky AI was trying to knock them out!

As Dakoyo explained the many proper uses for knockout gas, Quonx tried to override the ventilation controls and jam them all shut. Luckily, it worked, and the skittermanders hurried on to the engineering deck. But they did not go unopposed! Outside the doors was one final robot who stood over the corpse of another crew member.

Before Gazigaz could even try to befriend the robot Nako dashed into battle! Overcome with the urge to help the others followed suit and soon the robot was defeated. Quonx hacked her way into the engineering deck while Dakoyo and Gazigaz checked on the corpse. Quonx ushered everyone inside and took a look at the layout, quickly determining that they would need to dismantle parts of the computer’s core which would be located somewhere in the ship’s framework. Unfortunately, Quonx had no more time to ponder. The AI made another pleasant announcement.

In order to rid the ship of pests it would vent the entire interior of the ship to space!

The skittermander thought on that for a moment.

Finally Gazigaz asked, “Would that kill everyone?”

Dakoyo very helpfully assured him it would.

“Ah!” Gazigaz exclaimed. “I have to go help the people!” Then he ran off, heading back upstairs to try to get all of the passengers into emergency space suits.

Nako and Dakoyo looked to Quonx. “What do we need to do?” they asked.

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Quonx, the delightful skittermander mechanic, is one of the four main characters of this adventure.

Quonx got right to work. “Nako! Pry open that panel! We’re going to have to head into the walls and shimmy through the vents to get to the core.”

Nako did as told, Quonx led the way into the vents and Dakoyo followed. From down the hall they could hear Gazigaz struggling to carry too many suits up the stairs.

“I’m going to help Gazigaz!” Nako exclaimed. She couldn’t help it!

Quonx and Dakoyo hurried through the vents and came upon the core.

“Uh-oh!” Quonx exclaimed. “She’s got a decentralized core! It’s bound to have at east a few nodes we need to break!” Quonx hurried forward, but Dakoyo stopped her.

“No! There’s a magical aura around here. If you get any closer you’ll get burned!”

Quonx explained that she had no choice, but Dakoyo shook his head. “Nope! I will go first. Then you can break the node!”

Dakoyo proudly moved forward and, sure enough, a ball of fire exploded on him. He moved to heal himself while Quonx took the opportunity to scurry forward and deactivate the node. Then they hurried off to the others.

It was a race against time!

Which the skittermanders won!

They cheered! They danced! They celebrated!

The skittermanders took control of the ship and assured the passengers that they were saved, while Quonx repaired the ship and got it up and running. Soon after they sent a hail to Nakonechkin on the Clutch.

He didn’t answer.

The proximity alert sounded and Quonx fired up the sensors…

“Pirates are approaching! They’ve already hit the Clutch with an EMP! We’ve got to hurry or we’ll be next!”

“NO! NAKONECHKIN!” Nako shouted. (The word Nakonechkin was once again mutiliated). “To your stations!”

Gazigaz leapt into the pilot’s chair. “Are you sure we can’t be friends?”

Nako fired up the guns, Quonx switched over to the engineering console and rerouted auxiliary power to the guns, and Dakoyo calmly climbed atop the Captain’s chair.

“Fire at will, Nako.” he ordered.

The battle was underway!

The battle was a short one. Although the enemy ship had a lot of guns (and the cruise liner had few), the cruise liner was also a higher tier ship with solid defences. Our group wasn’t in any real danger of being defeated. Still, my kids were on the edge of their seats, and it was a blast.

The skittermanders left the pirate ship broken in the Vast and flew off, with Nakonechkin and the Clutch. They had a cruise ship to return to Verces!

All in all, a good day’s work for a group of helpful skittermanders! And a great day’s gaming. My whole family enjoyed the adventure and it’s colourful cast of characters. They’re already talking about next year’s Free RPG Day, where they hope the skittermanders will be back in action!


As we cleaned up, my daughter turned her big brown eyes up to me and gave me a pleading look.

“Mom? You know I LOVE Starfinder. And I love PLAYING Starfinder.”

“I do,” I replied.

“I want to play Dead Suns!”

I laughed.

That was a story for another day.

Until next time,

Jessica

 

July New Releases!

School’s out for summer, Canada Day has passed, and Independence Day (for all you American’s out there) has just ended. It’s a new month, with new releases in the gaming world. I don’t know about you, but I’m excited for some of this month’s products!

PZO1141Last month there were some awesome releases, including Pathfinder Roleplaying Game: Planar Adventures, Pathfinder Campaign Setting: Distant Realms, the finale of the Dead Suns Adventure Path: Empire of Bones (Dead Suns 6 of 6), and The Reaper’s Right Hand (War for the Crown 5 of 6)! Tricky to top! So what’s on the schedule for this month?

First off, Pathfinder Playtest.

Now, this isn’t out until AUGUST, but if you want to get your hands on a print copy now is your chance. Paizo is releasing the Pathfinder Playtest Rulebook in hardcover, softcover, and in a special edition cover. They’re also releasing the Pathfinder Playtest Adventure: Doomsday Dawn and the Pathfinder Playtest Flip-Mat: Multipack. All of these products will be available for free as PDF downloads on August 2nd, but print copies will be quite hard to come by. Preorder or bust! In addition they’re releasing three Pathfinder Society Scenarios for Pathfinder Playtest. One series of quests at tier one, and two scenarios at tier five. An interesting choice! All three will be available as PDFs for free on August 7th. For more information, or to preorder print copies, check out Paizo’s website.

With that out of the way, let’s take a look at some products you can get your hands on this month!

In the world of Pathfinder there are only two new products up for grabs. The Six-Legend Soul (War for the Crown 6 of 6) is the much anticipated finale to the War for the Crown Adventure Path! Oh, it’s gonna be a good one! I’m SUPER curious! Pathfinder Player Companion: Heroes from the Fringe presents a look at a lot of non-human, unique character options. Examples of this include the Ekujae elves of the Mwangi Expanse, and Pahmet dwarves of Osirion’s deserts, and many more. The part I’m most excited about? Whimsical phantoms for spiritualists! Come on, you know you want to be haunted by a chipper gnome ghost! I’m very intrigued with this product and can’t wait to see what’s inside. Pocket Editions of Ultimate Combat and Bestiary 5 also come available this month.

PZO7108Starfinder also has two exciting releases: The Dead Suns Pawn Collection, which has over 100 custom pawns from the Dead Suns Adventure Path, including a bunch of awesome starships! It looks amazing! What’s more exciting than that? A new hardcover book! Starfinder: Armory. Aww, yeah! This book is packed full of tons of new weapons and armour, as well as magical, technological, hybrids and mundane gear. There’s new bioaugmentations, weapons fusions… Every kind of item type has some new choices in this book. Also? New character options which focus on equipment! I don’t have a clue what they’re going to be, but I sure am intrigued!

In the world of Organized Play there will be four new scenarios coming out at the end of this month. Pathfinder Society Scenario #9-24: Beneath Unbroken Waves is a tier 5-9 scenario written by Kate Baker of particular importance to the Concordance Faction. It tasks the PCs with investigating underwater ruins. Scenario #9-25: Betrayal in the Bones is a tier 12-15 scenario written by Tom Phillips which continues the ongoing story of the Grand Lodge Faction. It allows players to finally get back at some old enemies! For more details, check out a previous blog post where we spoke about events leading up to this scenario! Starfinder Society Scenario #1-18: The Blackmoon Survey is a tier 1-4 scenario written by Jesse Benner which tasks players with exploring an ancient Eoxian ruin to determine why the workers on the excavation have been going missing. This one sounds like a ton of fun. Scenario #1-19: To Conquer the Dragon is a tier 5-8 scenario written by Matt Duval which send the players to Triaxus to open a Starfinder Lodge! This scenario builds on events from #1-13: On the Trail of History, and involves starship combat. I can’t wait until I get my hands on them later this month!

What’s left? Maps of course! And this month certainly brings us a LOT. Pathfinder Flip-Mat Classics: Watch Station is a pretty handy map set which gives is a solid dungeon or underground prison on one side, and a moderately sized sheriff’s office/town barracks on the other. It can also sub in as any small building that includes barracks, such as a thieves den, guild headquarters or school. Pathfinder Flip-Mat Multi-Pack: Forest is a useful set of two flip mats which feature woodlands, rocky banks, and small rivers. These two mats each connect to each other in multiple ways, which means that you can continue your game with a rolling scene, over and over again. They look gorgeous. Starfinder Flip-Mat: Asteroid is an interesting map release. One side is an incredibly useful map of a canyon, impact site or crater which is going to see a ton of use. It’s super adaptable, and can even work in Pathfinder play. The other side is a complex built into the interior of an asteroid. It looks quite interesting. Clearly intended to be used in the Diaspora, it can double as a lot of other complexes, including an underground bunker, base, laboratory, military instalment or even a school. Unfortunately, all three map sets are not yet released on Amazon, so if you’re Canadian, like me, or from another place in the world where the cost of having anything delivered from Paizo is ABSURD you’ll need to wait a while before getting these beauties on order.

PZO4073There’s also a whole new type of map being released this month: Pathfinder Flip-Tiles! We’ve talked about these before on d20diaries, but in short, they’re a collection of 6×6 tiles with images on both sides which easily can connect to form a large complex. This month brings us two sets of map tiles. Pathfinder Flip-Tiles: Dungeon Starter Set, includes basic dungeon features including halls, stairs, turns, entrances and rooms. It has a whopping 42 double sided map tiles. The second set, Pathfinder Flip-Tiles: Dungeon perils Expansion Set, is an expansion which works will the Dungeon Set (and will work with other sets in the future). It contains 24 double sided flip-tiles which depict hazards including trapped and lit hallways, chemical spills, chasms, rock falls, magical devices, and fungal growths. They look pretty cool. Much like this months flip-mats, these products aren’t yet available on Amazon. As a brand new product, I haven’t yet seen these in person, so I’m not sure how easy they’ll be to adapt and use in a live game, but I’d love to find out. If any of you get your hands on these tiles, let me know! I’d love to hear what you think!

That’s it for this months new releases! What products are you most excited for? I know my household can’t wait to get our greedy little hands on Starfinder: Armory! Here’s hoping!

Jessica

New Starfinder Society Scenarios: Dreaming of the Future & Reclaiming the Time-Lost Tear

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!

Scenario #1-16: Dreaming of the Future is a Tier 1-4 adventure written by Natalie Kertzner, Nate Wright, Sasha Lindley Hall, and Tineke Bolleman. Unlike most scenarios, this is a Quest. Each quest contains multiple one-hour long adventures that link together to form a cohesive story. These four quests send the PCs across the Pact Worlds. It begins in Absalom Station, but also visits Aballon, the Diaspora, Liavara and Verces. This scenario has the Repeatable tag, which means that you can play this scenario once per character (as opposed to once per player). One of the Quests, ‘River Rat,’ features Starship combat. This scenario tasks the PCs with unravelling the mysterious visions of a Liavaran Dreamer (Whisperer of Solar Winds) who works for the Starfinder Society, and obtaining three fragments of a sandstone tablet. Together, this tablet is thought to unlock a variety of tools and relics from a Pre-Gap Liavaran Dreamer, which will empower and enhance Whisperer of Solar Winds’ prophetic dreams. Maybe. The only recurring cameo from previous scenarios is from Venture Captain Arvin.

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Ikeshti Congregant Merthinett from SFS #1-16: Dreaming of the Future. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.

This Quest works great as an introductory adventure for new players and GMs. It has lots of helpful hints throughout it, some fun player handouts, and is a real tour de force of the different kinds of scenarios you might play in the Starfinder Society. The first three quests can be completed in any order, although the fourth quest is the culmination of the previous three and should be done last. The first Quest is entitled ‘Megaplex’ and is set in the Towershadow region of the Megaplex settlement of ‘Striving’ on Aballon. This is a pretty straightforward Quest which involves a battle in and around cramped spaces, and some negotiation. It’s quite brief in feel, and was probably the Quest I enjoyed least. That being said, it’s also the easiest of the Quests to run and play through, so if you’re a new GM or player I highly recommend starting with this one! Megaplex utilizes Starfinder Flip-Mat: Urban Sprawl. The second Quest is entitled ‘River Rat’ and is set in the asteroid belt known as the Diaspora. It features a very strategic, unique starship combat which I really, really enjoyed. To make it even better, there’s some great opening social interactions you can engage in with your opponents before the battle. It was lovely to see! River Rat utilizes Starfinder Flip-Mat: Basic Starfield. The third Quest is entitled ‘Bad Chameleon’ and takes place in the sector of Verces’ Ring of Nations known as Vanos. This area is known for it’s high-end nightlife. In this scenario you’ll need to blend in among the wealthy clientele of this neighbourhood, and perform a heist. It’s very free-form, and really allows players to be creative. It has some fun social encounters and a delightfully foul enemy, with some creepy artwork which really made it memorable. I really enjoyed this quest. It makes use of the Starfinder Flip-Mat: Cantina. The final Quest is entitled ‘Nightmare,’ and is a lovely little delve into a ruin where you can utilize your tablet pieces and achieve your goals. If you can get past the obstacles contained within! Nightmare takes place on Praehan, one of the moons of Liavara. In addition to being a ‘dungeon delve’ style of adventure, it also features a bunch of awesome environmental hazards. You’ll have to deal with weather, atmosphere, gravity, and attempt to swim through liquid methane (which is much harder than it sounds). It has an exciting enemy with a great premise, stats, and art which serves as a wonderful climax to this adventure. I thought it was awesome. It utilizes Pathfinder: Flip Mat: Tech Dungeon. Overall, I really enjoyed this series of Quests, and highly recommend it — especially for newer players. I give it four out of five stars.

sfs 1-17 - reclaiming the time lost tear - prima - graey erb
Prima from SFS #1-17: Reclaiming the Time-Lost Tear. Illustrated by Graey Erb. Art courtesy of Paizo Inc.

Scenario #1-17: Reclaiming the Time-Lost Tear is a Tier 5-8 adventure written by Larry Wilhelm. Yes, you read that right. Tier 5-8! It takes place on the scorching hot, barren moon called Repository, which orbits a planet in the Vast called Izal-4. There you’ll explore a dangerous complex filled with ancient, advanced alien technology. This scenario has the Faction (Second Seekers [Luwazi Elsebo]) tag, and continues the ongoing Scoured Stars storyline. It does not feature starship combat. This scenario tasks the PCs with acquiring a mysterious key that will lower the barrier around the Scoured Stars. It builds directly off of events that happened in Scenario #1-13: On the Trail of History, which in turn builds off events that happened in Scenario #1-11: In Pursuit of the Scoured Past. I highly recommend you play both of those scenarios before this one. As for the scenario itself? I really enjoyed it. But, beware! This scenario is challenging! It’s got some good environmental challenges, makes use of an interesting new kind of radiation, fun battles, cool traps, and has a great pay off in the end. There was also some interesting back-plot that you can unravel as you progress, which I always enjoy. This scenario features two custom maps, and no flip-mats. I give this scenario four out of five stars!

I hope you enjoyed taking a look at this months new Starfinder Society Scenarios with me! I certainly enjoyed reading them. Tune in later this week for out look at the new Pathfinder Society Scenarios!

Jessica

 

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