Starfinder Society Scenario #2-13: Storm of the End Times

4.50/5 (based on 4 ratings)

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A Starfinder Society Scenario designed for levels 1–4 (subtiers 1–2 and 3–4).

Over two years ago, the Starfinder Society recovered the reports of a crashed starship that pointed them to several sites of interest. The world of Wealdriad is one such location, far from the Pact Worlds in the depths of the Vast. The Society has recently determined the planet is about to undergo a once-in-a-lifetime natural phenomena. The PCs travel to Wealdriad to catalogue the experience, but soon find that other forces have come to monitor the event and that not all of those witnesses are peaceful.

Written by: Nicholas Wasko

Scenario tags: Vehicle

[Scenario Maps spoiler - click to reveal]

The following maps used in this scenario are also available for purchase here on paizo.com:

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Archives of Nethys

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

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4.50/5 (based on 4 ratings)

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Bring a Jetski!

4/5

NO SPOILERS

I ran Storm of the End Times with a live tabletop group (crazy, I know!) at low subtier. It has an original story and some interesting gameplay elements, with a focus on skills and role-playing over combat. It's not related to the season metaplot so could be good for a standalone game, though I'd suggest more experienced players and GM (there's a lot to prep and track) would be ideal. Overall, I'd slot it in the "average verging on above average" category.

SPOILERS!:

The backstory to Storm of the End Times connects all the way back to Starfinder Society Quest: Into the Unknown, a scenario that was in the first batch ever released for Starfinder Society! In that adventure, the PCs salvaged the logs from a derelict exploration ship and learned of a stormy oceanic world named Wealdriad far out in the Vast. Now, a few years later and with the Scoured Stars behind it, the SFS has the time and resources to send a team out to Wealdriad to investigate what unmanned probes have discovered is a once-in-a-lifetime atmospheric event: an aurora tied to strange basalt columns that thrust out from a particular location on the watery world. The SFS has invited several other groups to attend and take their own astronomical readings as well, but what it doesn't know is that cultists of Groetus have decided to crash the party and blow up the basalt columns! (I think maybe the scenario should have used cultists of The Devourer instead, but why quibble?).

When the PCs' starship exits the Drift, they immediately receive a distress call from the halfling captain of a Church of Ibran explorer vessel called the Whispered Wish. Captain Jinnra explains that her vessel's astronomical recording equipment started malfunctioning as soon as the ship entered orbit, and she's worried they're going to miss out on the big show. She asks the PCs to help investigate. If they say yes, they have an encounter with some ferrofluid oozes (apparently the recording equipment was stabilized with a "ferrofluid suspension") and receive some thank-you gifts, but it also means they miss out on the best available spot on the planet to watch the aurora. If they say no, they get that spot but will receive no cooperation from the Ibrans in the events that occur later. It's a reasonable array of consequences (though I imagine most groups will assume they have to help).

The bulk of the adventure takes place planetside among the basalt columns. In an inexplicable coincidence, the PCs and all the other groups (except for one) that have come to see the aurora have emerged from the 5d6 days of Drift travel with less than 12 hours to spare. The groups need to scramble to get their recording equipment set up on one of the columns, but the columns have various topographical and other features that make some more desirable than other. In-game, this scramble is represented by the PCs needing to explore the sites and negotiate with the other groups for a certain number of Recordings, Favors, and Findings. Recordings are from the PCs' own observation equipment and those of the other groups, Favors are essentially goodwill from the other groups, and Findings are interesting discoveries the PCs make from exploring the columns (such as links to Morlamaws and a Great Old One named Ghatanothoa!).

It's a lot for the GM to keep on top of, but fortunately the scenario does provide a secret timeline sheet and a separate tracking sheet. The various groups are mostly described succinctly and with just enough information (a named NPC leader with a line about their personality) to enable some role-playing, but a good GM will add some improv. An exception to that is for one group that arrived on Wealdriad days ago and set up shop at the best location: a group of "shatoris" (a race I'm not familiar with from Alien Archive 3) from the Aeon Empire. The scenario provides a great deal of setting lore about shatoris, and they do sound like an interesting species to continue developing.

There's a possible (and rather forgettable) fight between the PCs and some leaping fish ("sailpikes"), but the only mandatory combat in the scenario is the big end sequence when the PCs learn that Groetans have arrived on planet and are attaching explosives to the columns. This fight is pretty cinematic in that it features the PCs on a hovercraft versus the cultists on hovertrikes as all parties skim just above the stormy waves (one could imagine the beautifully-atmospheric Jango Fett/Obi-Wan battle in Attack of the Clones). As the GM, I wasn't able to pull off as much excitement as I would've liked (vehicles are challenging!), but I think it was still pretty fun and everyone seemed satisfied at the end.

In sum, Storm of the End Times turned out to be a well-written, well-designed, and solid gaming experience. But hey, next time you see a Groetan on the street corner proclaiming "The End is Nigh", toss them a credit! If the world doesn't end, it means they've had a bad day.


There's a lot going on here!

5/5

(Player perspective)

The premise was very interesting (pretty much what the description says on the synopsis) and there's a fair bit of player interest that can be built around what will happen when the climax occurs - will it be a light show? Will Cthulhu come out of a portal and devour the universe? Don't know 0 but we will be ringside when it happens!

The scenario was a 'diplomancer' heavy scenario where you are ultimately in the game of building new friendships with a range of stakeholders, but there are options other than just making Diplomacy checks, so everyone can contribute.

Playing a Morlamaw my only disappointment was that all the action seemed to happen above the waves, despite those great attractive expanses of water, and the whole time I had to resist the urge of deciding to swim off and look beneath the waves around the area the game takes place in. With that said, it is a sign of how invested you can get as a player as you come across some of the history and mystery of the place.

From the outside looking in, it appears the GM has a fair bit of work to do in reading this one and making sure they understand not only the features of the map, but also the NPC's, their motivations, and how they are supposed to play out.

It'd be worth putting on a bit of background music featuring rough seas and storm to remind the players they aren't just down the beach.


An ambitious and well realized take on the influence scenario

5/5

Just a fantastic scenario - a little bit of everything and a great time to be had for GMs and players who are comfortable doing a bit of freeform role-playing. The scenario presents a legitimate mystery locked inside of a very fun take on the influence scenario (a la First Mandate and Siege of Civility - this one blows both away)

I will note that this is a scenario that is asking the GM to meet it more than halfway in order to make work. In order to have room to fit in the swiss army knife of action politics and exploration into the scenario they did have to go a little bit sparse on the details and so I highly recommend prospective GMs spend a little extra time with this scenario giving it a little TLC. I recommend hitting the ole Starfinder wiki and taking some notes - even being ready to have answers for culture and mysticism checks regarding the various factions present. This scenario assumes a lot of intimate knowledge of the setting by GMs so be sure to brush up.
Consider having the bonuses from Ace Pilot apply when people are being dropped off at their various pillars to give them a chance to identify the factions based on their choice of aircraft.

If you can find ways to bring the individual spires and characters to life and draw your connections between the obvious dots that the author has laid out this stands to be one of the more memorable and satisfying non-combat intensive missions that I have seen.

The combats in this one:

Two of them are absolutely perfunctory. The fight with the ferrofluid ooze is both a little disappointing - you literally fight a ferrofluid ooze in another year 2 1-4 adventure - it can be VERY hard if the party lacks certain offensive options.

The fight with the hostile fish is fun and funny. The scenario recommends placing it right before the climax but I think this creates unnecessary separation between players and their goals at the end. Instead I recommend placing this at a point during investigation and diplomacy where things have gotten a little repetitive and the players attention is starting to drag.

The last combat is very fun. Consider having the cultists play a bit of keep away so you get a chance to trigger your black hole ability to drag people off of boats - this was a highly memorable combat.

All in all this was a very fun 4 hours and comes highly recommended despite the heavy lifting I needed to do to make the scenario truly shine!


A great concept, averagely executed

4/5

Storm of the End Times is a bit sloppy in some ways and it suffers for it. Even so, in the hands of a good GM or a well-prepared GM, it will still be fun.

Some spoilery challenges:
The adventure feels like a few things were missing here.

For starters, one of the NPCs is of a race that doesn't appear in any published source (rather, it appears in a previous adventure; see the GM thread). The race isn't described or explained in the scenario, unfortunately.

The scenario asks you to chat up a number of different factions and make friends with them. (Gain their favor.) There's a handy handout to help you with this, which I'll mention a little later. The scenario forgot to mention what task you need to perform to make friends with certain factions, though, or you can't make friends with them all and that fact wasn't described in the text. At least one other faction only "favors" PCs with a certain scenario boons. This is an unfortunate complication because the players can only explore a faction's location if they have gained favor from that faction. That isn't necessarily a problem, but the handout seems to indicate that you can gain favor with every (normal) faction. That, combined with the problem that there's no note saying which factions you can't gain favor with, suggests that a mistake was made somewhere in authoring or development here and some information was cut or was never written.

The handout hints at another potential issue--a final faction, the cultists, is noted in the handout as landing at a certain stage, but their appearance isn't noted anywhere else in the text! They just sort of magically appear without further comment when they blow up a pillar. Again, it can be worked around if you prepare, but it really made me think that the whole "cultists show up" event was missing.

Finally, the final combat encounter was very strange. The stat blocks were fine (not that I deconstructed them in any detail) but the setting is a ledge on a pillar that has been rigged to explode--and the explosives have gone missing! The players are strongly hinted to go defuse the bombs but there's no mention of how to do that, or where they are on the map. Again, a GM can improvise this bit and it's generally fine, but it would have been helpful to have a couple of markers on the map with an Engineering DC at least.

That said, the more I think on this, the more I like the scenario:
You get to go to a weird location, you have a bunch of social encounters interspersed with investigation, and then you have a fight at the end. It's a little trite, sure, but it's a really good mix and works for all kinds of characters.

The various factions (except for the cultists, whose entry got deleted or was never written or something) are all detailed enough to give a GM something to work with to really bring out the different personalities and make life interesting. And the astronomers are a very nice callout to a race in an Alien Archive that has some serious potential.

The setting is a great one--maybe a little reminiscent of the Gloomspires in a way, but that's not necessarily a bad thing. There are a lot of little callbacks to our friend Morlamaws that I appreciated.

Finally, with enough prep, I was able to work around all of the issues mentioned above. It wasn't perfect, but it worked. Everyone at the table had a good time, which in the end is the metric by which we should measure ourselves.

I would love to give this 3.5 stars out of 5. I was going to give it 3 right after running, but after sleeping on it a couple of nights, I'm going to round up instead. Everyone had a good time with it. If the development had gone a little more smoothly, I'd probably bump this up to 4 (from 3.5) or even 5 stars.

So in sum: it can be very good. Just make sure you take the time to prep this. It's not a good one to run cold.


Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber

Well, this is dramatic name for scenario


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

What maps are featured in this scenario?

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Kaushal Avan Spellfire wrote:
What maps are featured in this scenario?

Ye can read them in shop blurb nowadays


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
CorvusMask wrote:
Kaushal Avan Spellfire wrote:
What maps are featured in this scenario?
Ye can read them in shop blurb nowadays

Oh, that's a nice change. I'm going to miss Thursty, though.

Silver Crusade

1 person marked this as a favorite.

Any idea when this scenario will be reportable? I have two reporting sheets burning a hole on my dinning room table.


FireElemental wrote:
Any idea when this scenario will be reportable? I have two reporting sheets burning a hole on my dinning room table.

Same -_-


While reporting this scenario I`ve seen green line "This scenario is replayable and will grant credit each time it is reported." in reporting form, but not "Repeatable" tag in PDF of website page. So where is the truth?

Dataphiles

Fedor Checherov wrote:
While reporting this scenario I`ve seen green line "This scenario is replayable and will grant credit each time it is reported." in reporting form, but not "Repeatable" tag in PDF of website page. So where is the truth?

That seems to be an error on a lot of reporting. I've seen it on almost all of my reporting whether or not the scenario is repeatable. Go ahead and just trust the Scenario tags.

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