Starfinder Society Scenario #3-11: Into the Veskarium

2.40/5 (based on 5 ratings)

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A series of four Starfinder Quests designed for levels 3-6.

The Veskarium, a stellar civilization of conquest founded by the vesk, has long been an enemy of the Pact Worlds. When the Swarm threat unexpectedly attacked both civilizations, the Pact Worlds and Veskarium formed and uneasy alliance to combat their mutual foe. Since then, the two empires have maintained semi-cordial relations, and the worlds of the Veskarium have seen a larger influx of visitors from the Pact Worlds. Of all the organizations to benefit from the warmer relations between the two powers, none are perhaps more interested in exploring the Veskarium than the Starfinder Society. Thanks to the Society’s recent successes, the Veskarium has finally agreed to allow select teams of Starfinder agents to travel into the Veskarium and perform missions of archaeological investigation and exploration.

Written by: Abbey Schnell, Alison Cybe, Ivis K. Flanagan, and Jan Martin

Scenario tags: Repeatable, Starship

[Scenario Maps spoiler - click to reveal]

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

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

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2.40/5 (based on 5 ratings)

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When an R rated setting is made for a G rated cartoon.

2/5

The Veskarium conjures all types of images of imperialism and colonialism. The books do a good job of benevolent occupation but still this is a dark concept.

And then the mod happens and it's a bunch of shorts or vignettes. I never felt the weight or might of the Vesk bearing down on my starfinder group. And only one of the three mods felt unique. We had a very good GM and a player who wanted to do the opposite of the mod. After all this is the part of the mod that everyone says is morally questionable. BUT if you follow Weyden or any of the good aligned deities in starfinder you kinda have to do the opposite of what the mod wants you to do. Which if you have a letter of the law GM means you lose the encounter. Fortunately for my group with some creative player input and some excellent dice rolls we were able to win the encounter by taking the moral high ground. Still it is an odd module as it sets up all these quandaries only to devolve into starship combat. It feels a lot like I said in the title, When an R rated movie decides to have a saturday morning show for kids. Too much is stripped out of this concept, leaving just an empty and farcical side to the Vesk. You can play, you might like it, but it feels like it was written for middle schoolers.


Shallow & Problematic

1/5

NO SPOILERS

Into the Veskarium is such a slight, forgettable scenario, that a few months on from playing it I only have the vaguest recollection of it. The scenario is a collection of four 1-hour quests that, as the title indicates, share the Veskarium as a setting. I found two of them okay, but a third irritated me for its utter cartoonish pap (like something out of a kids tv show) while a fourth has really problematic moral implications (completely unexplored) for what the Starfinder Society is supposed to be. Simply put, there's not a lot of thought put into these quests, which is a pattern I've seen in a lot of Starfinder Society scenarios of late--we're a far cry from the depth of some of the later Pathfinder Society (first edition) scenarios. Anyway, quests do have their purpose, but this collection was frankly just not very good.

SPOILERS!:

Each of the quests involves visiting a different planet in the Veskarium, and they're tied together only by having the same Venture-Captain (Naiaj) providing instructions through a brief one-paragraph handout at the beginning of each one. The premise is that the Veskarium has agreed to cooperate with the Starfinder Society by making planets in the system available for archaeological exploration.

"Sunken Survey" takes place on the watery world of Vesk-2, home of the squid-like ijtikri. The PCs are to accompany a local guide to a set of ruins. However, the guide receives a message from a local farmer/old friend about escaped livestock called defrex. Essentially, the PCs have to visit the ranch and find an escaped defrex. This is done through some basic skill checks, and the whole thing has a simplistic, bright-and-shiny cartoon vibe. The players don't actually get to experience any of the "survey of the ruins" because that's handled with a throwaway line in the conclusion; instead, all they get to do is help the rancher find the defrex so he can (let's face it) slit its throat and cut off its skin to sell. No thanks!

"Quakes" takes place on the mining world of Vesk-4. The premise to this one is interesting, as there's growing discontent between miners and archaeologists about whether dig sites will damage ancient ruins. The PCs are called in to act as neutral arbiters as to whether a particular proposed dig site would or would not damage anything of archaeological value. This requires the group to operate some scanners while under attack from "solenoid worms." I thought this quest was fine, though one of the PCs better have some Engineering and Physical Science skill or the group is in trouble.

"Exosphere" starts in orbit around Vesk-5, with the PCs actually aboard a space station. This quest *really* annoys me. What happens is that a starship full of pahtra (cat-folk) rebels smuggling experimental weaponry is detected, and the PCs have to go kill them. There's not the slightest reference in the scenario to how deeply, deeply wrong it would be to side with the Veskarium over the rebels in this instance--lest we forget, the Vesk literally committed genocide on their own homeworld (check Near Space if you don't believe me) and their imperalist/colonialist urges led them to invade and conquer every other planet in the system and place it under authoritarian military rule, including that of the pahtras'. They tried to do the same thing to the Pact Worlds. And yet, the Starfinder Society automatically sides with them over the rebels? It's like choosing to give Emperor Palpatine a hand finding that Death Star button. A fantastic scenario along these lines could be constructed with this basic premise, showing the Society morally compromised but pragmatically invested in learning what ancient secrets the Veskarium has to offer, and giving PCs some agency in deciding how to maneuver in a complex political and ethical situation. But here, the vesk military leader says "jump" and all the PCs are supposed to obey implicitly, without any thought given whatsoever in the scenario to whether good-aligned PCs can refuse or even take the pahtras' side. Oy! (I'm obliged to add that this is the requisite starship combat quest, and my rants on Starfinder starship combat can be found elsewhere)

"Sanctuary" is set on Vesk-6 (the pahtra home world). The PCs are asked to assist the local Cultural Alliance in recovering some key artifacts from a dig site after the previous team they sent has gone missing. This quest was okay, with some interesting atmosphere (a powerful magnetic storm called the Shriek) and some cliched monsters (skeletons) that could actually pack a punch.

Jhaeman is Debbie Downer today, but there are plenty of Starfinder scenarios out there. You don't have to play Into the Veskarium. But if you do, remember who the good guys really are.


It was nice to see civilian side of Veskarium

4/5

Not that scenario still didn't do good job of including Veskarium's darker signs :p I do like the progression of first one being pretty lighthearted, then second one deals with Veskarium's xenophobia, third one deals with rebels and fourth one deals with aftermath of Veskarium's invasion.

Overall this was really flavorful scenario, though it does reinforce lot of players' opinions on "Why are we trying to work with Veskarium again?"


Starship combat was painful..

2/5

My group made the mistake of choosing the pegasus for the starship quest in the high tier...the GM called it after 2 hours. I'm not sure why the pegasus is even an option. The starship combats all seem to assume people take the drake. The other quests were inoffensive enough but not exactly memorable. I think my favorite part of the scenario was

Spoiler:
meeting the starnosed mole people.


Overall fine, but...

3/5

Most of this quest pack is fine. I rather like the running theme of "complications" on each mission.

I felt very railroaded in the third quest though;

Spoiler:
We're basically told "go shoot down those freedom fighters". The adventure doesn't really permit you any other option than to side with the imperialist Veskarium. This could have been far better if we'd had some kind of interesting choice to subtly sabotage the mission to let the freedom fighters go while pretending we'd done everything to catch them.

Being railroaded into siding with the fascists doesn't sit well with me.


Paizo Employee Organized Play Associate

2 people marked this as a favorite.

Announced for November! Product image and description are not final and may be subject to change.


2 people marked this as a favorite.

Woot! Go Ivis!
Congratulations to all the authors, particularly if this is your first adventure for us. I look forward to reading, running, and playing these.

Shadow Lodge

1 person marked this as a favorite.

Yay Ivis!
And as GM Numbat said, congratulations to all of you! :)

Grand Lodge

1 person marked this as a favorite.

Hurrah! Cheers for Alison and Ivis and the names I don't recognize! <3

Dataphiles

2 people marked this as a favorite.
Pathfinder Starfinder Society Subscriber

I'm going to print out and frame this cover :D

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Alison-Cybe wrote:
I'm going to print out and frame this cover :D

The placeholder cover? I'm pretty sure I've seen that pahtra elsewhere

Dark Archive

Pathfinder Adventure Path, Lost Omens Subscriber
Alison-Cybe wrote:
I'm going to print out and frame this cover :D

As soon as we get the final it's going above my desk.

Also, thanks to everyone for the support! Seriously, it means the world.

Grand Lodge

1 person marked this as a favorite.

Hooray! This looks great!

Paizo Employee Organized Play Associate

3 people marked this as a favorite.

Cover updated.

Sovereign Court

1 person marked this as a favorite.

I am looking forward to this one! Sounds like a nice bit of writing.

Paizo Employee Organized Play Developer

1 person marked this as a favorite.

HYPE intensifies!


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Dancing spooky scary Vesk skeleton!

Dataphiles

1 person marked this as a favorite.

Huzzah!

Grand Lodge

3 people marked this as a favorite.

Oooooooh... I love what I saw on my first glance-over!

Spoiler:
TALPHI ART

Wayfinders Contributor

3 people marked this as a favorite.

Congratulations to all my friends who recently joined Team Freelance! It looks great!

Hmm

Paizo Employee Organized Play Associate

1 person marked this as a favorite.

The PDF for this adventure has just been updated. It's a minor addition to the chronicle sheet to match previous Quest Packs, the text of the adventure has not changed at all.

Grand Lodge

Since it's a quest pack, should it also have the Quest Scenario Tag?

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