Review: Against the Aeon Throne: The Rune Drive Gambit

Today we’re going to take an in depth look at Starfinder Adventure Path #9: The Rune Drive Gambit! So hop aboard and get ready to rebel!

Against the Aeon Throne is a three part Starfinder Adventure Path that begins with Part One: The Reach of Empire by Ron Lundeen, continues with Part Two: Escape from the Prison Moon by Eleanor Ferron, and concludes with Part Three: The Rune Drive Gambit by Larry Wilhelm. All together these three adventures should take your characters from level one through to level seven. You can also pick up the Against The Aeon Throne Pawn Collection.

To read our previous articles on Against the Aeon Throne click the links below:

Against the Aeon Throne is a shorter campaign than most. Typically six books in length, this Adventure Path is only three. It’s a great change of pace that will allow the folks at Starfinder to tell shorter, more personal stories. In addition, this three part length makes it easier to purchase and play through an entire adventure path. It’s awesome for gift giving and the budget conscious! Six books is a huge investment, but three? Well, that’s a lot more manageable for those of us without much extra cash laying around. On the other hand, with the three book format I feel like I blinked and the whole adventure path was over. I didn’t get my hands on the first book until the third came out and I missed the Signal of Screams Adventure Path completely. In general, it’s both easier to collect and easier to miss. Although I enjoy the three book format, I also enjoy the six book format, so I hope they continue to rotate between the campaign lengths.

Against the Aeon Throne

So what exactly is Against the Aeon Throne: The Rune Drive Gambit all about? In previous adventures, the PCs defeated an Azlanti military force that had annexed the small colony of Madelon’s Landing on the planet of Nakondis. But saving the fledgeling colony was just the beginning. The PCs discovered that an experimental starship engine and their friend, the android Cedona, were transported off of Nakondis and back to the Azlanti Star Empire. Giving chase the PCs made some allies and rescued Cedona. All that’s left is to find the experimental starship engine, steal it or destroy it, and escape with their lives. Along the way they’ll fight Aeon Guard soldiers, rescue captive scientists, and face off against the man responsible for sending troops to Nakondis in the first place! No problem! …Right?

the-rune-drive-gambit-against-the-aeon-throne-book-3-of-3-e1557809255646.jpgNow, let me take a moment to be clear. The Azlanti Star Empire is a pack of giant, pompous, jerks. They’re great villains for the PCs to clash with, but an overwhelming opponent. This adventure path does not send your PCs off to take down the entire Azlanti Star Empire. It’s much smaller in scale than that. And frankly? I love it. It lends a sense of suspense to the series and makes it feel like you’re playing real people in a living breathing world universe doing what they can, rather than heroes so powerful they change the whole world universe. It’s a wonderful change of pace and scope. It’s got a very Firefly / Star Wars feel to it.

But, before we get into that too much, let’s take a look at the book itself. Starfinder Adventure Path #9: The Rune Drive Gambit (Against the Aeon Throne 3 of 3) is a softcover adventure written by Larry Wilhelm that is 63 pages in length. It’s intended to take players from level five to level seven. The adventure itself is around 39 pages long, and split into three main parts: With Friends Like These, in which the players upgrade their ship and figure out where the heck they’re going; Within Enemy Territory, in which the players travel to and explore the upper levels of a secret research facility located in an asteroid; and Scientific Theories, in which the players finish exploring the research facility, track down the rune drive, and decide what to do with it. After the adventure there’s six pages of ideas on how to continue the campaign after it’s conclusion, with eight short ideas, and two detailed ideas that include a stat block or two. After that there’s an eight page primer on the Stewards, including two character archetypes. There’s seven new creatures in the Alien Archive, and a short Codex of Worlds article on New Thespera, heart of the Azlanti Star Empire. Lastly, the inside front and back covers feature information and a layout for a tier 5 starship: the Vanguard Regnant.

My favourite parts of this adventure are the layout, enemy tactics, and defences of the research facility, and the NPCs you unexpectedly discover along the way.

Before we continue with a more in depth look at the book, let me point out: there will be SPOILERS.

You have been warned.

Rune Drive

For starters, I love the look of this book. I like the colours and the layout. The text inside is easy to read and the colours are easy on the eyes. The cover art is wonderful. It showcases Sardat Zolan Ulivestra, an Azlanti nobleman and enemy of the PCs, as drawn by Anna Christenson. Behind him is an awesome image of Obozaya (the iconic vesk soldier) and Quig (the iconic ysoki mechanic) fighting off Azlanti soldiers.

Azlanti Aeon Guard
Azlanti Aeon Guard. Art courtesy of Paizo Inc.

The starship showcased on the inside covers is a Vanguard Regnant. This tier 5 small light freighter is destined to be the final (or second last) enemy the PCs face in this campaign. It’s a well-built luxury ship that’s fast and maneuverable, but still packs a punch. I particularly like the ship layout.

After that we hop right into the adventure itself. This adventure starts in Outpost Zed where the PCs (and Cedona) will need to get their ship upgraded by their friend Hasshachir, who they met in the previous adventure. While they wait they’ll run into trouble, which will ultimately provide the PCs with the clues they need to determine their next destination. We won’t talk about these events any further, as it would ruin the surprise for those of us reading this who ignored my spoiler warning. (You know who you are! Haha). What I will say, is that I enjoyed this section of the adventure.

Which brings us to part two of the adventure: Within Enemy Territory. In this section PCs will need to travel to Aurelos, the secret laboratory the rune drive was taken to, find a way inside, and explore the upper levels. Along the way they’ll have to take on the base’s defences and protectors. As previous mentioned, I was really impressed with the layout of the Aurelos base, both the upper levels featured in this section, and the lower levels featured in the next part of the adventure. It’s functional and easily defensible, and is populated with enemies who know how to use their surroundings. There’s a few complications and other defences to round out these encounters, and an enemy is introduced that I rather enjoyed.

Oliviana Jakub Bazyluk
Oliviana. Illustrated by Jakub Bazyluk. Art courtesy of Paizo Inc.

Which brings us to part three: Scientific Theories. In this section the PCs finish their exploration of Aurelos, fighting off further enemies and surmounting further challenges. Along the way they’ll have the chance to meet quite a few NPCs (potential friends and enemies), question scientists, explore science labs, and try to figure out what the heck the rune drive is and why it’s so important. Then they’ll have to figure out what to do with it and attempt to make their escape. They’ll face off against the mastermind of this whole debacle, Sardat Zolan Ulivestra, alongside some of his loyal (or not so loyal, depending upon your PCs actions) minions. Finally, they’ll have to engage in a starship battle to make their escape!

Part Three is fun, dynamic, and exciting, with plenty of people to interact with, challenging encounters, and a dilemma or two. I really enjoyed Evandrian, an Aeon Guard the PCs are destined to combat multiple times, and the Sardat’s statistics and tactics. He’s the perfect mix of pompous and skilled. I think PCs are going to really hate him. Haha. He’s a great villain. Finally, I like that some of the encounters in this section are open ended. There’s more than one potential outcome, and the choice ultimately rests in the hands of the PCs, either knowingly or through their actions. On the other hand, Part Three is also where I have some issues. There’s really only one thing to do with the rune drive. It’s cool, and it makes sense, but there’s clearly no real alternatives to the option presented. Which is unfortunate. Also, that option? Wow, it’s… complex? It’s logical, both in terms of the story and in terms of Pact Worlds implications. But I was also left wondering why it also does… some other stuff that seems tacked on. Cool stuff! But odd. I’m being vague, I know, but you’ll understand when you read it.  Haha.

Which brings us to the end of The Rune Drive Gambit and the Against the Aeon Throne Adventure Path. But, that’s not the end of the book. Up next, as previously mentioned, is a lot of ideas for how to continue the campaign. There’s eight minor ideas here, some of which will lead to short adventures, and others which could form the basis of long, epic campaigns. I know my family will want to head back to Nakondis to help out the colony there, so it’s nice to see a few options that deal with the Madelon’s Landing. Other ideas involve the Stewards, the Azlanti Star Empire, and even transitioning into the Signal of Screams Adventure Path (definitely not the option my family will be using, but it’s nice to see it in print). There’s also two longer campaign ideas. One is a direct continuation, which makes a lot of sense, and I’m very likely to make use of. The other is both awesome and out there! I love it! But, it’s way too confusing to run with my kids (which is who I’m currently running through Against the Aeon Throne). If any of you make use of Kellixtrian I’d love to hear about it.

Following this is an eight page primer on the Stewards. Basically the peace-keeping force of the Pact Worlds, the Stewards are warrior diplomats that are organized into four main branches and run by a Director-General. The branches are Constabulary (the police force), Ops (the spies), Overwatch (the starship fleet), and Conclave of Legates (veterans who act as a council and advisory board). This section describes the Stewards origins, history, structure, leadership, purpose, bases, training regimen, and interests. It also presents two new archetypes, the Stewards infiltrator (an ops agent) and Stewards stalwart (self-sufficient agents that often work alone). Both of the archetypes are useful and very cool! I’m really glad the Stewards are getting some attention, as they are a powerful organization that can be utilized and interacted with in a wide variety of campaigns. They’re very usable.

BattleRobot Alexandur Alexandrov
Azlanti Battle Robot. Illustrated by Alexandur Alexandrov. Art courtesy of Paizo Inc.

The Alien Archive is up next, which is always one of my favourite sections of an Adventure Path. It contains seven new creatures, three of which are featured in the adventure itself. The creatures include: power archon, a CR 5 outsider tasked with destroying corrupting technology; carnivorous crystal, a CR 11 ooze that can turn you to crystal; comanide, a very creepy looking CR 7 fey; entropy slug, a CR 4 magical beast the PCs will face in part one of this adventure; hulsa, a CR 10 fey; Azlanti battle robot, a CR 6 robot the PCs will face in part three of this adventure; and twinsoul, a very strange CR 8 creature also featured in this adventure.

Finally, there’s a short, one page Codex of Worlds entry on New Thespera, the heart of the Azlanti Empire and seat of the Aeon Throne. It’s an incredibly useful article, but very brief. New Thespera’s the sort of important place you could write pages of information on.

And with that, Starfinder Adventure Path #9: The Rune Drive Gambit (Against the Aeon Throne 3 of 3) has come to an end.

I hope you enjoyed taking an in depth look at the final volume of Against the Aeon Throne much as I did!

Until next time,

Jessica

Starfinder Society Scenarios: It Rests Beneath and Honorbound Emissaries!

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!

1-28 It Rests Beneath
Starfinder Society Scenario #1-28: It Rests Beneath by Jason Tondro.

Starfinder Society Scenario #1-28: It Rests Beneath is a Tier 1-4 adventure written by Jason Tondro. It takes place on the planet Vabaimus, a Near Space world home to a variety of ecosystems and rich mineral deposits. It’s dominant native species is a sloth-like race that is approaching sentience. On Vabaimus you will help out a small Starfinder research facility. This scenario features the Faction (Wayfinders), and Vehicle tags. It does not contain starship combat. It utilizes content from the Starfinder Core RulebookStarfinder Armory, and Starfinder Alien Archive . It makes use of Pathfinder Flip-Mat: Hill CountryPathfinder Flip-Mat: Twisted Caverns, and Starfinder Flip-Mat: Asteroid. In addition, you’ll also want a relatively featureless map, like Pathfinder Flip Mat: Basic Terrain Multi-Pack or Pathfinder Flip-Mat: Dragon’s Lair, for any unmapped encounters. If you’ve got any vehicle-related boons now is the time to slot them. Similarly, if your character happens to own their own vehicle, definitely bring it along!

It Rests Beneath features only one recurring character: Fitch, leader of the Wayfinders faction, an her mischievous grandchildren. It introduces a few new characters: Dr. Mora Motressi, leader of a Starfinder research facility on Vabaimus; her daughter, Little Mina; and Bud, a cuddly sloth-like being that’s both the good doctor’s pet and the most advanced native species on the planet. This scenario begins on the Master of Stars, the largest ship in the Starfinder fleet. It’s currently docked in Absalom Station’s Armada and has been undergoing repairs since the start of Starfinder Society Organized Play. From there it swiftly transitions to Vabaimus, where the rest of the scenario takes place. There PCs will need to assist the science team in performing a survey of a strange landmass. Nearly 85,000 square miles in size, with no water or plant-life, this calcified plateau is of great interest to Dr. Motressi and her team. She asks you to travel across the plateau to three specific locations, set up some specialized towers you brought with you, and calibrate surveying equipment atop of each one. Each tower has its own challenges, hazards, and enemies to contend with. There’s multiple vehicles your PCs can choose from, and the towers can be tackled in any order. There’s a simple vehicle handout that will be useful for both players and GMs, which is a nice touch. I love how flavourful the new creatures and environmental hazards are. A lot of thought has gone into ensuring they fit into their ecosystem — which is particularly important when players are surveying an environment. Also, I particularly enjoyed the mystery of the old kasathan ship.

I do have  one nitpick. Page three is missing half of a sentence at the end of the first section, which I assume should read something along the lines of ‘up to help,’ ‘up to lend a hand,’ or something else similar. It’s not a hindrance to the scenario. You can still get the gist of what it’s supposed to be saying, but it was jarring enough that it caused me to look around in confusion for a half a minute, to make sure I hadn’t missed anything. A minor distraction in an otherwise enjoyable read.

Overall, I loved I this scenario! The premise is different from any that have come before. It was engaging all the way through, with a wonderful array of social interactions, skill-based encounters, hazards, and combat. The enemies and hazards were all well-thought out. The NPCs were properly engaging and ‘real.’ And, best of all, your PCs have to make an important decision regarding the future of this planet. Really top notch! Although it didn’t blow my mind, like some other amazing Starfinder adventures, it was an… understated awesome. I give it 5 out of 5 stars.

1-29 Honorbound Emissaries
Starfinder Society #1-29: Honorbound Emissaries by Jenny Jarzabski.

Starfinder Society #1-29: Honorbound Emissaries is a Tier 7-10 adventure written by Jenny Jarzabski. Yup, you heard that right! Tier 7-10! The first of its kind! It takes place primarily on Saaruq-5, a planet in the Vast that’s part of a multiplanetary federation called the Kreiholm Freehold.  This scenario features the Faction (Second Seekers [Luwazi Elsebo]) tag, and does not involve Starship combat. It continues the ongoing Scoured Stars storyline, and is a direct sequel to the events of Starfinder Society #1-99: The Scoured Stars Invasion. Although playing these previous adventures isn’t necessary, I highly suggest you do. Everything will make more sense, have more importance, and be more engaging if you have.  It features NPCs from some previous scenarios (Starfinder Society Scenario #1-04: Cries from the Drift, Starfinder Society Scenario #1-05: The First Mandate, and Starfinder Society Scenario #1-11: In Pursuit of the Scoured Past). In addition, there are multiple instances where PCs who have played previous scenarios involving the jinsul have an advantage (Starfinder Society Scenario #1–13: On the Trail of History, Starfinder Society Scenario #1–99: The Scoured Stars Invasion, or Starfinder Society Scenario #1–23: Return to Sender). Finally, it should also be noted that this scenario helps lay the foundations for further scenarios, as well as the next interactive special. Important stuff! If you’ve got characters who have played any of the above-mentioned scenarios, I highly suggest bringing them. And, if you’ve got the Honorbound Allies boon, now’s the time to slot it!

Honorbound Emissaries utilizes Pathfinder Map Pack: Starship DecksStarfinder Flip-Mat: Hospital , and a custom half-page map. It contains content from the Starfinder Core RulebookStarfinder Alien ArchiveStarfinder Alien Archive 2, and Starfinder Armory. In addition to containing important events, this scenario has a lot of important NPCs. It features First Seeker Luwazi Elsebo, Iteration-177 (who was previously in Starfinder Society Scenario #1-05: The First Mandate and Starfinder Society Scenario #1-11: In Pursuit of the Scoured Past), Captain Yuluzak (who was previously in Starfinder Society Scenario #1-04: Cries from the Drift), and mentioned (but unfortunately doesn’t feature) the gruff vesk pawnbroker Julzakama (who was previously in Starfinder Quest: Into the Unknown and Starfinder Society Scenario #1-10: The Half-Alive Streets). Captain Yuluzak has his own artwork this time around, and it is awesome! All of these NPCs were well-represented, and I’m happy to see them back. Honorbound Emissaries also introduces a ton of new NPCs to interact with, many of which have names, personalities, and quirks. I particularly enjoyed the crew of Honorbound.

The opening premise for this mission is… convoluted. Captain Yuluzak, who runs a salvager, discovered a starship wreck, took what was valuable and returned to Absalom Station. Some objects he kept, and others he sold to a pawnbroker named Julzakama. Juzakama recognized one of the objects as an important piece of art and contacted some people he thought would buy it. One of those people, Iteration-177, recognized the object as belonging to a culture that was once a part of the Scoured Stars Trinary System, so he contacted Luwazi Elsebo. Luwazi had the object brought to her, along with a team of Starfinders, Iteration-177, and Captain Yuluzak himself. Luwazi tasks the PCs with travelling aboard Captain Yuluzak’s ship to investigate the original wreck. There they’ll  determine the ship’s origins, and travel there to investigate and (hopefully) make some new allies.

Jinsul Graey Erb
A jinsul. Illustrated by Graey Erb. Art courtesy of Paizo Inc.

This scenario was big with a capital ‘B.’ It involves the Scoured Stars storyline, the jinsul, a new solar system full of inhabited planets, three new races (nelentu, syngathrix, and thyr), people to save, important decisions to make, a massive starship battle, and combat on… well we’ll leave that part secret for now. Haha. To say this scenario is bold is an understatement! The entire hospital section of this scenario was particularly well handled, as were the NPC interactions found throughout. And the setting for the final battle? Epic! Your PCs are sure to come away from that fight feeling like badass action heroes. It’s going to be a ton of fun to play.  On the downside, everything in this scenario is overly convenient in a rather heavy-handed way. Now, I’ve no problem with a ‘railroad,’ particularly in short adventures like Society Scenarios, but in Honorbound Emissaries you always arrive in the exact right place at the exact right time in order to avoid something troublesome. Heck, you even travel through a massive space battle and don’t get attacked by either side. At all! In fact, you even manage to approach the planet and land without a single threat or altercation. It’s like you’re invisible. Which brings me to me second down-side: starship combat. This scenario should have had one. Getting to witness an epic starship war and not engage in it at all is kind of a let down. And how fun would it have been to help out the crew of the Honorbound? Now, I get why it’s not in here. This scenario has more than enough encounters to engage in, and they’re all cool. But, it would have been nice to at least see the ship you’re on come under attack. Or mention the bumpy ride as the pilot has to take evasive maneuvers. Something.

…But that final battle! Wow! Haha.

sfs 1-13 - on the trail of history - jinsul ship
A jinsul ship. Originally depicted in SFS #1-13: On the Trail of History. Art courtesy of Paizo Inc.

Overall, I really enjoyed this scenario. It’s bold, daring, and casts your players into situations much bigger than themselves. PCs get to do some heroic things, some absurd things, and   some absurdly heroic things, all of which is going to be a blast! It’s rounded out by some really solid social interactions with a large cast of quirky characters. This is truly one of those scenarios that players will talk about for a long time afterwards, simply because they want to brag about their character’s exploits. Five years some now I’m sure some players will still look back on it fondly and say “Wow, remember when my Starfinder character did THAT? THAT was cool.”

Which is cool!

I give this scenario 5 out of 5 stars.

Thanks for joining us today!

I wish you happy holidays, plenty of natural 20s, and all the best in the upcoming year!

Jessica

Starfinder Guild Guide Updates!

Big news for the Starfinder Society today, as the Starfinder Guild Guide has a new update. Now that’s a Halloween treat! There’s some pretty awesome changes this update will be bringing to Starfinder Society Organized Play, but first, lets start small…

There’s changes to the rebuilding rules for characters and personal boons. There are new, expanded, and edited faction boons. The Wayfinders new capstone boon allows you to play as a ghibrani (YAY!), while the Exo-Guardians new capstone boon allows you to use a whole new starship: the Gorgon. The instructions for filling out chronicle sheets have been updated, vehicle tags and vanity boons have been mentioned, UPBs can be bought in any quantity, the Drake’s been edited. And… well there’s plenty of other minute changes you probably won’t notice on a read through. In fact, some of the small changes we named you probably won’t notice either.

But, you know what you will notice?

A new faction! Second Seekers (Jadnura) is now a faction you can join! First Seeker Jadnura was previous lost in the Scoured Stars Trinary system and was recently freed by the Starfinders, led by First Seeker Luwazi Elsebo. Oh, the drama! Be sure to check out this faction’s boons, as some are pretty nifty!

And, my favourite change? All legacy races have been included as playable races available to everyone! Yes! Dwarves, elves, gnomes, halflings, half-elves, and half-orcs, can now be played by all! *happy dance*

But wait?! What about those boons you may have earned which let you play as a specific legacy race? Never fear! Those boons can be used to increase a single ability score under fourteen by +2 on your existing characters with that race. For special GM boons this will not take up a personal boon slot, while with boons earned through a scenario (such as halfling admittance or dwarf admittance boons) it will take up the personal boon slot.

Awesome!

Those of you who don’t have it can download the Starfinder Society Guild Guide for free on Paizo’s website.

Enjoy!

Jessica

Preparing to Rebel!

I’ve already mentioned that Starfinder has launched their new Adventure Path: Against the Aeon Throne. I’ve talked about it, geeked out about it, watched Paizo’s twitch stream, and generally wished I owned it. It looks like a ton of fun. My husband nodded his head and gave me a ‘that’s nice’ sort of look. Clearly not as excited as I am, haha. And my kids? Excited, but not obsessively so.

Until they saw the preview.

Preview?

Yeah! Preview! The trailer! Like a movie trailer for an adventure path. It explains the premise and basics of the campaign clearly, quickly, and concisely. It sounds awesome, it’s got great art. And it generally made me start salivating all over again.

As soon as it started my kids wandered over to see what I was watching. They sat still…. and stared….

And when it ended my kids literally started shrieking all at once.

“THIS LOOKS SO MUCH FUN!”

“I WANT TO PLAY!”

“YOU NEED TO BUY THAT FOR ME! NO! I will tell DAD to buy it for YOU for YOUR birthday!”

“THAT’S TOO LONG! AN EARLY BIRTHDAY!”

“A… thanks for going to school gift? Can I have one of those? I am in grade one now, Mom.”

So on and so on. We laughed, and I figured they’d soon wander off.

They didn’t.

StarfinderCover
Starfinder Core Rulebook

Instead they pulled out the Starfinder books and started making characters for Against the Aeon Throne. They didn’t have time to finish before bed, but the next day on the walk to school it was all they talked about. And the day after, on the weekend, we spent our time at the laundromat creating their characters together.

My son made a contemplative technomancer who is a scholar with a focus on the fields of ecology and alien ecosystems. He dabbles in illusions, mind magic, and technology, but takes special care to use magic that doesn’t harm the environment, and to create clean, sustainable technologies. His contemplative travels to Nakondis to help his friend study the starship drive on the mysterious crashed ship she is studying there. In addition, he’s going to ensure that the new colony of Madelon’s Landing treats the planet of Nakondis with the respect it deserves.

PZO7105
Contemplatives can be found in Starfinder: Alien Archive, along with a ton of other fun monsters and playable races.

And my daughter? She has a character image she discovered ages ago on Pinterest that she’s been saving for something special. She’s making a ysoki ninja! White furred, with pale pink attire, a dagger and a stun gun. She’s going to be an operative, although she’s torn between selecting the ‘daredevil’ and the ‘ghost’ specializations. She plans to focus on both acrobatics and stealth, so she’s undecided. Either way she’s going to be a nimble, tricky combatant comfortable in close range and melee combat.

Then they got to work asking what I would play, and badgering my husband for his character concept.

The only problem? I still don’t own it. Haha. Guess I’m investing in Against the Aeon Throne sooner than expected!

Grumpy over our inability to begin playing, my kids settled in with my husband to watch the finale of Voltron: Legendary Defender. They loved it, and when they end came they headed right over to the block bucket and got building.

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

Last time they built starships they did so with LEGO, but this time they used Duplo. Duplo is like bigger sized LEGO. It’s kind of marketed for toddlers, while LEGO is for kids, but my kids ADORE their Duplo (yes, even more than their LEGO). With LEGO they build things, but locking in the blocks sometimes hurts their fingers, and for some reason they feel compelled to find and follow instructions when they use it. They don’t often just build something grand from their imagination with LEGO. But with Duplo? It’s different. They never look at instructions. The blocks don’t hurt. They just come up with the craziest things, and build. Usually it’s full cities and markets with multiple buildings and roads and things. Trains and other vehicles are popular. Sometimes amusement park rides (that move). Once in a while they build mazes multiple layers deep. A while back my husband and I were watching ‘In The Heart Of The Sea‘ on Netflix and although my husband and I liked it my kids were bored out of their minds. Instead of watching my son sat down with blocks and built his own massive whaling ship. It was the right ship, had masts and sails, and even miniature rowboats on it. It was literally a massive, awesome ship. It even had a removable top deck so you could look inside. It was, hands-down, cooler than anything I’ve ever built.

So, I wasn’t surprised when they started building something together. They had a plan, and they chatted and got to work. When it was done they called me over. They had made a big starship, a few feet long and almost a foot wide. They stacked it on stilts that they attached to wheels, so it could drive around the house while the ship itself was still hovering off the ground.

“Awesome starship, guys!” I said

They shook their heads.

“This is not just ANY starship, Mom. THIS is a Galra battle cruiser! The really big ones. See!”

I looked at it again and nodded. It looked like the right shape and everything. I could see it.

They showed me the bridge. If you’ve got little hands (which I do not, haha) you can slip a hand inside and put figures inside. There’s even chairs and computer consoles in there. Impressive. They showed my the really big gun turret they built on top, which really does spin. They named what kind of gun it was, but in all fairness, I’ve forgotten it’s name (shame on me, I know). It was the big one. Haha. They showed me the thrusters and the engine bay. They showed my the medical bay and the prison cells. They pointed out that the prison cells had toy lions in them because in the finale they had just watched the villain captures the hero’s lions (they’re sentient lion-shaped starships, in case you have no idea what I’m talking about) and locks them up. Cool!

Anyways, I was so impressed we took a bunch of photos I thought I’d share below. My kids are very proud. They’re still waiting for Against the Aeon Throne. And they’re still excited. But, for now, they’re happy their creation is getting shared with the world.

Thanks for joining us today,

Jessica

 

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.

 

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.

sfs 1-19 - to conquer the dragon - zafeldrin - graey erb
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

 

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.

sfs 1-16 - ikeshti - congregant merthinett - nicolas espinoza
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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