Starfinder Society Scenario #2-08: The Stumbling Society, Part 2: Sangoro's Gifts

3.80/5 (based on 6 ratings)

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A Starfinder Society Scenario designed for levels 5–8.

When the Society starts finding evidence of missing weapon caches showing up on worlds in Near Space, it puts together a team to investigate. The PCs travel to one such world, where they uncover enemies of the Society are outfitting the pre-Drift locals with weapons well beyond their technology level. The PCs must choose how to handle this delicate situation, but the Society is clear that it needs its weapons back and out of the hands of those who aren't ready for such technology!

Sangoro's Gifts is the second of two adventures in the Stumbling Society series. This adventure is preceded by Starfinder Society Scenario #2-06: The Stumbling Society, Part 1: Sangoro's Lament. These two scenarios are intended to be played in order.

Written by Kendra Leigh Speedling

Scenario Tags: Faction (Wayfinders)

Other Resources: This product is also available on the following platforms:

Archives of Nethys

Note: This product is part of the Starfinder Society Scenario Subscription.

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PZOSFS0208E


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Average product rating:

3.80/5 (based on 6 ratings)

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Not my cup of tea.

1/5

You start right off in starship combat. This is unsettling as most players do not understand how starship combat works. So you spend about an hour before the mod even starts trying to figure out starship roles and rules. Then its off to the adventure where you are punished for trying the peaceful solutions. This adventure has a very narrow view of how you are supposed to solve this and any deviation means you get punished. It is not creative at all and is strangely written.


Balanced Gameplay

4/5

NO SPOILERS

I played The Stumbling Society, Part 2: Sangoro's Gifts with my Steward, Officer Swizzers, with the same PBP crew as in the first part. The scenario offers a lot more opportunities for role-playing, especially if the GM gets into the NPCs. There's also a chance to showcase some skills and, of course, some combats along the way. The scenario does a really strong job of introducing a new alien race, and it also continues the main Season 2 meta-plot. Interestingly, there's not that strong a connection between this scenario and part 1 (apart from some background), so a player shouldn't feel like they *have* to do both in order. Anyway, I enjoyed the scenario and would rate it as 4 out of 5 stars.

SPOILERS!:

In The Stumbling Society, Part 1: Sangoro's Lament, the PCs discovered that Datch has stolen crates full of military equipment from a Starfinder Society installation called the Arsenal. In The Stumbling Society, Part 2: Sangoro's Gifts, we learn what she's doing with them: dropping them off on low-technology worlds for the locals to fight over, filming the results, and making it look like the Starfinder Society is responsible! In the mission briefing, Fitch plays one of the anti-SFS propaganda vids filmed on a jungle planet called Stabrisis-14, home to strange, moth-shaped creatures known as kiriintas. The SFS has avoided making first contact with the kiriintas so as not to interfere in their developing civilisations, but Fitch says it's now unavoidable: the SFS has to get those weapons back before the situation turns even worse. In a departure from the norm, however, the PCs won't be travelling alone to their mission site; Fitch has assigned another agent, a maraquoi named Saivessa, to trail them in a second ship to help pick up the supplies. Saivessa isn't really integral at all to the plot, but they have a great pic and an interesting personality, so a good GM could make them memorable.

After a short jaunt through the Drift (broken up only by a brief cameo from Captain Winks of the Clutter Collector, a nod to # 1-03), the PCs emerge near Stabrisis-14 only to find it protected by drone starships launched from a (cloaked) orbiting base. The ensuing starship combat has an interesting twist in that more drones get launched until the PCs figure out that they're coming from a cloaked launch base, scan to locate it, and then destroy it. Like almost all SFS starship combat, it's still not great, and in my game the GM called it once it became obvious we were (eventually!) going to win. The interior artwork for the scenario is really strong, as the launch base also has a cool pic.

The PCs have no trouble locating a recently-dropped and unopened crate of weapons on the surface, but their timing could hardly be worse because two rival groups of kiriintas arrive at the same time! The PCs are thus caught in the crossfire, and have to quickly decide what to do. The scenario provides a fair amount of backstory into the two groups, explaining that they were once all part of the same kiriinta community but split when the weapons started dropping from the sky, with one group (the Builders) believing the weapons are a gift from the gods and meant to be studied and used, while another group (the Reflectors) also believe they're gifts but that tampering with them would be a type of blasphemy. The PCs, of course, won't know any of this when they have to decide to fight back against one group, both, or try to stay out of the battle entirely. (Oddly, the scenario provides information on what happens for the first two choices, but doesn't seem to contemplate the third.)

Whichever side prevails in the battle invites (with some language barriers that the PCs should have prepared for) the newcomers back to their camp, believing they're agents of the same divine authority that has been dropping the crates of weapons. The fact that the crates bear the symbol of the Starfinder Society and the PCs probably do as well makes this a reasonable inference. There's a lot of room for role-playing in this part of the scenario, and the author did a good job developing the kiirintas as a whole as well as particular NPCs from each faction. Presumably, the PCs will try to persuade the kiirinta group they're with to abandon use of the weapons, in which case the kiirintas will put the PCs through a series of hastily-improvised tests to gauge whether they're really acting with divine sanction. The tests including drinking a local beverage, an athletics or debating contest, and (my favourite) what the PCs are told will be "Death Match." But even jaded players should smile when they learn that "Death Match" is actually a local card game and completely harmless.

As the tests are winding up, the PCs receive a message from Saivessa: one final crate is on it's way to the planet. When the PCs head to the drop site, they'll find whichever faction of kiirintas they didn't bond with there, but under attack from a huge burrowing monster called a tiraka. Not-so-nice PCs will wait for the kiirintas to wear down the tiraka before joining in, but if they don't wait to long, they'll have a better chance of convincing the opposing kiirinta leader to renounce using the new weapons and mend fences with the other leader. When I played, we did a really fast run and the tiraka only lasted a single round. Anyway, that's the end of the scenario, apart from a brief epilogue. The scenario has a nice boon (assuming Part 1 has also been played): the opportunity to have a kiirinta character. I liked the kiirintas, and I hope we get a chance to see more of them in future scenarios.


Great despite flaws

5/5

I had written a really long review, but this website managed to delete it when I pressed preview, so here is the short version.

The stats of NPCs and spaceships often do not follow the actual rules for building them, or even basic logic. A spaceship with 120 total shields should not have 24 shield in each quadrant, mystics can't cast entropic grasp, and mystics with a negative wisdom modifier can't cast at all. The internal logic is also flawed at points - at one point NPCs get slaughtered in a scripted fight they really should have won by their stats.

The encounters are interesting, but a bit too easy.

All of that is meaningless compared to how great NPCs and story progression are. The choices the players make feel interesting and meaningful, the setting is awesome, and the NPCs hit the perfect spot of being memorable, but not annoying, sympathetic but flawed enough to create conflict, and most importantly fun both to play and interact with.

Great scenario, could have been better if the easily fixable mechanical problems had been resolved before publishing.


4/5

First time we ever solved an ecounter by saying "WE ARE THE SISCO"


Great experience

4/5

The single biggest issue I had was that:
Sending a second ship with you triggered all of my conspiracy theory triggers.

I constantly expected the second 'cargo ship' to become a gun ship (ie, it opens it's cargo bays and exposes it's missile launchers) kind of moment)

Because of that, I didn't role play as hard into the second ship as I could have, and always wanted to have a back up plan in case, even on the planet, they started to attack


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Paizo Employee Starfinder Senior Developer

1 person marked this as a favorite.

Maps for Starfinder Society Scenario #2-08:

  • Starfinder Flip-Mat: Basic Starfield
  • Starfinder Flip-Mat: Jungle World
  • Pathfinder Flip-Mat Classic: Jungle

  • 1 person marked this as a favorite.
    Starfinder Superscriber

    The third named map doesn't seem to exist.

    Dark Archive

    There is a map pack "Jungle" if i remember correctly.

    Paizo Employee Starfinder Senior Developer

    Berggen wrote:
    The third named map doesn't seem to exist.

    Huh!

    Revised statement on the final map:

    It's labeled "Flip-Mat: Jungle" in the adventure, but this is in fact Flip-Mat [Classic]: Forest


    Starfinder Superscriber

    Thanks for double checking!

    Grand Lodge

    1 person marked this as a favorite.
    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    Spoiler:
    This scenario appears to have starship combat, but no starship tag

    Paizo Employee RPG Superstar 2014 Top 4, RPG Superstar 2013 Top 32

    Super excited about this one!


    Chronicle Spoilers:
    The new Kiirinta race has an ability called Reverberating Shriek, and the DC of this ability appears to be based on the TARGET'S Constitution score, rather than the Kiirinta's. Is that a typo or deliberate?


    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber
    BastionofthePants wrote:
    ** spoiler omitted **

    Hmm, that's a good question...but one I don't have the answer to. I wrote it as the

    Spoiler:

    kiirinta's Constitution score.

    I'm not sure if that was a deliberate change made in development or not. But it does seem unusual.

    -Kendra

    Paizo Employee Starfinder Society Developer

    3 people marked this as a favorite.

    It should be the Con store of the creature using it. :)


    Chronicle question:

    Spoilers!:
    The chronicle says, "You can use this boon only if your character has a Reputation Tier of 3 with one or more factions and at least one of your other characters has the “Drat That Rat!” boon from The Stumbling Society Part 1, representing your completion of this two‑part series of adventures."

    Does this mean the two parts must be completed by different characters in order to get the kiirinta character? Or if the same character gets both chronicles, does it satisfy this condition?

    Paizo Employee Starfinder Society Developer

    2 people marked this as a favorite.
    Comfortably Dumb wrote:

    Chronicle question:

    ** spoiler omitted **

    Chronicle SPOILER!:
    Basically, your character who completed this scenario needs the Reputation Tier 3 and either this character or any other, needs to have the Drat that Rat boon. This is basically to cover in case you played Part 1 with a different character
    Dark Archive

    2 people marked this as a favorite.
    Pathfinder Maps, Starfinder Maps Subscriber

    Green! Purple! Memories of a good TV show.

    Silver Crusade

    Looks like Archive of Nethys needs to correct its site too.


    ?

    Liberty's Edge

    This seems to be missing the Starship tag


    Where are the stats for the ships: Drake and Pegasus?

    Second Seekers (Jadnura)

    1 person marked this as a favorite.
    Pathfinder Starfinder Society Subscriber
    SengenjinKreel wrote:
    Where are the stats for the ships: Drake and Pegasus?

    These days, they're stored in the Online Guide to Starfinder Society. Scroll down the bottom of this page:

    https://www.organizedplayfoundation.org/Lorespire/sfsguide._.Starships

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